Skyrim Special Edition

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Sokkvabekk

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Sokkvabekk

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165 comments

  1. Sokkvabekk
    Sokkvabekk
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    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
  2. UsernameZach
    UsernameZach
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    anyone else getting nemesis 6001 error with this mod? i narrowed it down to this.
  3. angbor
    angbor
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    For people who are here because of the loot warning:

    Outlaws Refuges Misc Patches fixes the esp and with it the navmesh

    https://www.nexusmods.com/skyrimspecialedition/mods/84748?tab=description
    1. qwertypol012
      qwertypol012
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      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
  4. MlemandPurrs
    MlemandPurrs
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    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)
    1. Teabag86
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      Not mod author but it is fine to clean. Fixing this particular deleted navmesh is very simple in xEdit.

      • Open the mod in SSEEdit and in the FormID search box (top left) type 0403B389.
      • In the right pane at the top where it says OutlawsRefuges.esp right click and select "Jump To".
      • In the left pane right click 0403B389 and "Remove" the deleted record from Outlaws Refuges.
      • Right Click on 0501F289 and select "Change FormID". In the popup box enter 0403B389.
      • In the next popup box click to check "X" to update NAVI:0012FB4 OutlawsRefuges.esp. Hit OK.
      • Save and you are done. Congratulations you have just fixed the deleted navmesh.

      Edit* The 05 in the FormID 0501F289 is the position of Outlaws Refuges in my load order and may be different in yours.
    2. Feyiama
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      It's been a bit since you posted this, good sir, but I wanted to thank you personally. <3
    3. larsy1995
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      "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.
    4. Feyiama
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      Make sure you deleted 0403B389 in the OutlawsRefuges.esp and not Dragonborn.esm
    5. FahrenheitFRA
      FahrenheitFRA
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      That's amazing, thank you so much
    6. CluelessCourier
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      @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.
    7. Qabany
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      Thank you brother !!!
    8. LumLevits
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      Many thanks, pulling my hair out.
    9. Wolfpack49
      Wolfpack49
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      .
    10. eatme2407
      eatme2407
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      Thank you
    11. Jean005
      Jean005
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      Thank you 
    12. emmsen9
      emmsen9
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      Thank you Teabag86,

      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?
    13. Thunderbyrd
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      the 05 is the positon in HIS modlist, it will be different in yours.
    14. noirwind
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      So awesome that you put this fix on here! Thank you so much!
    15. Vurmiraaz
      Vurmiraaz
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      Thank you kind sir! Just posting to bring this to the top.
    16. dragonkeeper41
      dragonkeeper41
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      Thank you!!
    17. angbor
      angbor
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      @emmsen9 late repley for other people:

      It is 05 if you only open OutlawsRefuges.esp with SSEEdit and not your complete modlist.
  5. flux420
    flux420
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    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. 
    1. flux420
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      Came across 

      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
  6. Wolfpack49
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    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.
    1. TheMysticSith
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      Are you using something like Relationship Dialogue Overhaul? I know that one does a lot with dialogue.
  7. KreielWolf
    KreielWolf
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    Great mod, but Im surprised to find out that at least the merchants on the Solitude place dont act like fences, they wont buy my stolen items :/
  8. SexyPower
    SexyPower
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    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
  9. thesteve812
    thesteve812
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    Thanks and endorsed.
    I'm an LE user and ported this for myself. Everything seems to be working so far.
  10. RealGohanBlanco
    RealGohanBlanco
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    someone capable enough should make a patch for "Cities of the North - Winterhold" thank you
    1. GhoulSmasher
      GhoulSmasher
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      Just saw your comment, someone did it today actually.

      https://www.nexusmods.com/skyrimspecialedition/mods/59536
    2. RealGohanBlanco
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      Hi GhoulSmasher, thank you for bringing that to my attention.
  11. AssAssin40k
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    Does anyone know if this mod is compatible when you have the JK Skyrim/Cities Expanded/Open Cities patch?
    1. PizzaForPresident
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      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
    2. seagull949
      seagull949
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      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

      (On the files tab it is the 8th one down I think)
    3. Firartix
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      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.