PSA: I am no longer actively modding. I unfortunately don't have the time anymore to invest the amount of work I like to put into creating mods. Permission is granted to do whatever you'd like with my mods (port it, edit it, whatever) - just please take into consideration the permissions of the modders resources that I have used and give credit. Happy modding! <3
No, that patch hasn't fixed the navmesh issue. The author stated it clearly in the posts section of that patch/link. Though he said he'll add the navmesh fix in the next version (which is yet to be released)
If you're looking for a navmesh fix, check bugs section. Someone unloaded a link to a fixed version
SSEEdit v4.0.3 found 68 ITM records and 1 deleted navmesh. It is strongly recommended not to use mods that contain Deleted navmeshes as they're known to cause crashes. Deleted navmeshes must be corrected manually(A complex process that should be done by the mod author)
"In the next popup box click to check "X" to update NAVI:0012FB4 Outlaws Refuge.esp. Hit OK." That part doesn't happen for me. I get an error saying that 0403B389 already exists and that I should restart or stop xedit without saving the plugin.
@Teabag86 Thank you very much EDIT: For anyone as inexperienced as I am in this kind of stuff, follow Feyiama's advice. The navmesh you're looking for is in: [05] OutlawsRefuges.esp (1C430862) \ Worldspace \ 04000800 <DLC2SolstheimWorld> \ Block 0, 0 \ Sub-Block 0, 1 \ 0400EEB5 <DLC2RavenRock02> \ Temporary \ 0403B389
DO NOT delete the Dragonborn.esm one, if you did, you can still close xEdit without saving the plugin.
I can follow your instructions till point 4. In SSE Edit I can't find 0501F289. Even considering your edit: The 05 in the FormID 0501F289 is the position of Outlaws Refuges in your load order.
This was the perfect mod I was looking for till I started reading the comments. Wish some of these gems would get picked up and given a reboot. This, many of the skooma den related ones. If i had more time for it I'd try and figure it out myself but that just isn't possible.
Which is a set of patches for this, and It mentions updating nav mesh in the USSEP patch. Are these the navmesh issues everyone is talking about here? Can anyone confirm this
So, an odd issue has started occurring, and not sure if another mod might be affecting things. Recently, in the refuges, the dialogue (E) is not appearing for any of the NPCs in the Whiterun refuge, although I can interact with any other object there, and I can talk normally to other vanilla NPCs. Any ideas what might be screening out the ability to talk -- could it be faction related? I am using Masters of Disguise but temporarily disabling that doesn't seem to have an effect. It's probably something in my order, but just curious if anyone else has experienced anything similar.
Have an issue inside Whiterun city. There are invisible wall for followers and NPC after the bridge near main city gate inside Whiterun.
I dont have any mods for Whiterun inner city. Only Whiterun Forest Borealis, Lux - Via, Immersive citizens - AI, Landscapes - Cathedral Concept, Western Watchtower Hamlet
I was running JK's skyrim and dawn of skyrim together, along with a jk/outlaws refuge compatability patch and everythiing seemed fine. There is a conflict with solitude expanded that causes one of the exits to the refuge in solitude to be blocked, but it wont crash your game, and there are other exits so its a minor incompatability
I was looking around and found this collection of third-party Open Cities patches, just installed but have yet to get a chance to try. It's a bit old but seems like it would be worth a shot. Random Open Cities Patches by Hishy
Bit late, but for future visitors, I've used OCS/Outlaws and OCS/JK/DoS patches from the Random patches modpage mentionned above together and it seemed to get along just fine. Only thing is I think the Solitude inner entrance was blocked by a cart or something that I had to disable, but I might be misremembering.
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Outlaws Refuges Misc Patches fixes the esp and with it the navmesh
https://www.nexusmods.com/skyrimspecialedition/mods/84748?tab=description
If you're looking for a navmesh fix, check bugs section. Someone unloaded a link to a fixed version
Edit* The 05 in the FormID 0501F289 is the position of Outlaws Refuges in my load order and may be different in yours.
That part doesn't happen for me. I get an error saying that 0403B389 already exists and that I should restart or stop xedit without saving the plugin.
EDIT: For anyone as inexperienced as I am in this kind of stuff, follow Feyiama's advice. The navmesh you're looking for is in:
[05] OutlawsRefuges.esp (1C430862) \ Worldspace \ 04000800 <DLC2SolstheimWorld> \ Block 0, 0 \ Sub-Block 0, 1 \ 0400EEB5 <DLC2RavenRock02> \ Temporary \ 0403B389
DO NOT delete the Dragonborn.esm one, if you did, you can still close xEdit without saving the plugin.
I can follow your instructions till point 4. In SSE Edit I can't find 0501F289. Even considering your edit: The 05 in the FormID 0501F289 is the position of Outlaws Refuges in your load order.
Can you or someone else me?
It is 05 if you only open OutlawsRefuges.esp with SSEEdit and not your complete modlist.
https://www.nexusmods.com/skyrimspecialedition/mods/84748?tab=description
Which is a set of patches for this, and It mentions updating nav mesh in the USSEP patch. Are these the navmesh issues everyone is talking about here? Can anyone confirm this
There are invisible wall for followers and NPC after the bridge near main city gate inside Whiterun.
I dont have any mods for Whiterun inner city. Only Whiterun Forest Borealis, Lux - Via, Immersive citizens - AI, Landscapes - Cathedral Concept, Western Watchtower Hamlet
I'm an LE user and ported this for myself. Everything seems to be working so far.
https://www.nexusmods.com/skyrimspecialedition/mods/59536
(On the files tab it is the 8th one down I think)