Skyrim Special Edition
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robertgk2017

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robertgk2017

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  1. robertgk2017
    robertgk2017
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    Locked
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    UPDATE: page is now defunct, i have provided a complete update to GG for the main mod.
  2. MyHouseatl
    MyHouseatl
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    What is GG?
    1. robertgk2017
      robertgk2017
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      That's GGUNIT, the main author of Lux series.
  3. steelfiredragon
    steelfiredragon
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    edit: nevermind
  4. Saxman
    Saxman
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    Ehi Rob, any chance for an Ultimate Markarth patch? There is some heavy clipping outside the city gates with Markarth Outskirts.
  5. asdasfa
    asdasfa
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    Hello!
    I've noticed that in the cell MarkarthAttackStart02, Navmesh XX146A6B (870 Tris) is supposed to replace Navmesh 00094C23 (955 Tris), however, 00094C23 was just moved far down the world. This seems to be causing travel packages that's destined somewhere around Markarth's entrance to fail, for example, the Afflicted Refugee world encounter is set to travel to an idle marker in front of the entrance, but with Markarth Outskirts installed, the NPC won't move from his spawn location.
    This can be tested by spawning an NPC with a travel package pointing to the PatrolIdleMarker in front of Markarth's gate from somewhere far, like, say, Western Watchtower.
    This also seems to be causing a crash every time an NPC with such package is around.

    I seem to have fixed it by using xEdit to delete the old navmesh (00094C23) entry and changing the FormId of the replacement to that of the old one,
    then re-finalizing the navmesh using the CK.
    1. robertgk2017
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      Yea that's the way to do it.   I'ma look at this and update the fixes.
  6. 1ceSpark
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    Is this mod still needed for Markarth Outskirts 1.3?
    1. robertgk2017
      robertgk2017
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      Yes, the last update of my fixes was built on top of Outskirts 1.3
    2. 1ceSpark
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      Thank your for the quick confirmation!
      And no big deal, but maybe you should update the description or add it to the file info like "Main File - For Markarth Outskirts 1.3"
    3. robertgk2017
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      It's on the description for the requirements
  7. MustaMayhem
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    Vortex is suggesting I load this BEFORE the Markarth Outskirts mod.  Normally I've always loaded patches after the mod.  Is Vortex wrong?  I'm no expert at modding, but this just does not make sense to me...  Thank you as always for your work in putting through this patch!
    1. robertgk2017
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      No this should be after the main mod.  It's a plugin replacer.

      And I have yet to see even one suggestion from vortex I'd agree with.   One of the many reasons I refuse to have anything to do with vortex
    2. Indominus113
      Indominus113
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      true 
    3. MustaMayhem
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      Thanks for your quick response!  Yeah, that did not seem correct.  And once again, thank you for your great work!
    4. sattyre
      sattyre
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      I'm a little late to this party, but the real answer to this question is how overwrites work.  Vortex, the same as Mod Organizer, overwrites from the bottom.   So any mod above it can be overwritten by information (assets) below.  In this case, Rob's Markarth Outskirts replacer esp overwrites the original.  The original is actually still in its own folder, but Robs Markarth Outskirts.esp takes precedence because it overwrites.  If Vortex places Rob's esp above, then the original mods esp will overwrite Rob's esp replacer, making it meaningless for your load order as all records in an esp are replaced.  Even an empty esp will overwrite completely an esp above it with the same name.
  8. KriskoBling
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    how will this affect the light plugin ?
    1. robertgk2017
      robertgk2017
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      That's actually a good question i gotta take a look at that one.  i dont use it on my end as i manually patch everything proper via The Method.
  9. Mur4s4me
    Mur4s4me
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    Thanks for the update!

    Little question: would LeftHandMineLocation benefit better from having MarkarthLocation as its parent location (or MarkarthEntranceLocation), instead of ReachHoldLocation? I know USSEP changed it already, but Lux Via overwrites that change.
    1. robertgk2017
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      I was talking with GG about that.   He is probably gonna do some work there next and when he does well incorporate the mine lctn with outskirts lctn.
  10. MyHouseatl
    MyHouseatl
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    Will this work for 1.3?
    1. robertgk2017
      robertgk2017
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      Yes i just updated it against version 1.3
  11. Twags514
    Twags514
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    You do some amazing work!

    I was not sure if you were aware or not, but I wanted to let you know that the Markarth Outskirts mod was updated to 1.3 on July 6th. I do not know if it will affect your changes.
    1. robertgk2017
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      Yea I was aware of the GGs update before he threw it up.  I've got it on my list to re review.
    2. zinghunt
      zinghunt
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      Hi,
      is it safe to keep using your replacer or should we wait for an update ?
      Thx
    3. robertgk2017
      robertgk2017
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      Safe yea techno it still works.b. The update to made mod was just to add a couple other things.   I'm moving ATM I'ma re check it when I'm done.
    4. zinghunt
      zinghunt
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      Your answer's already been made obsolete...because of your lightspeed update :D
      Thank you !
    5. robertgk2017
      robertgk2017
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      :)