Finally got around to testing it. Not to many conflicts actually. Only three major ones I could find The graveyard and two of the arches. https://imgur.com/a/WspA3R6
You might want to move the carts near the back of the inn. There's some minor conflict with Arthmoor Rorikstead's map marker placement, which causes issues for things like Aela's kill animal inside the house quest.
The quest will cause the NPC in those houses to try to walk near the map marker, and they kind of get stuck behind the cart.
I'm not sure I understand. Does the map marker influence NPC's pathing? Also which house are they trying to enter, the inn? If you wouldn't mind explaining it a bit, I could see about maybe moving the cart. Thanks!
So in Vanilla, when Aela gives you the quest "Animal Extermination" (CR01), it spawns a predator inside a NPC home. To avoid the NPCs getting mauled to death, all NPCs inside that home are given a temporary "Flee" package, with the Flee to Target set as the Map Marker record ref for that particular town or city (not sure why Map Marker was used, but it is what it is). So while they are under that package, the NPCs will try to get as close to the map marker's reference as possible.
With Arthmoor's Rorikstead, the Map Marker is moved to just above the Rorikstead inn, fairly close to where your new cart is parked. So when you get an Animal Extermination quest in that town, NPCs will try to path towards the Map Marker location, which means that they can often times end up trying to walk through your cart to get close to the marker, and end up stuck. They will get out eventually because of how packages work, but it's pretty noticeable.
This issue is more common for the mod added houses behind the Rorikstead inn (the 2 farmer and Blacksmith), just because how the pathing works out.
Wow, thanks for the in depth explanation, learn something new every day! I'm not super sure why Arthmoor decided to move the map marker, seems like a kinda unnecessary change to me. It seems like a pretty specific circumstance that NPC's would get stuck there, and it probably wouldn't last long. I will have to think about moving the cart, there aren't a lot of places to put it, and I quite like where it is now. Thanks again for explaining it though!
Another homerun with this one. I'm using it with Arthmor's rorikstead, Rorikstead Guard Overhaul and Border Post, eFPS and LoS II. Rorikstead never looked so good, and performance is good too.
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The graveyard and two of the arches.
https://imgur.com/a/WspA3R6
The quest will cause the NPC in those houses to try to walk near the map marker, and they kind of get stuck behind the cart.
So in Vanilla, when Aela gives you the quest "Animal Extermination" (CR01), it spawns a predator inside a NPC home. To avoid the NPCs getting mauled to death, all NPCs inside that home are given a temporary "Flee" package, with the Flee to Target set as the Map Marker record ref for that particular town or city (not sure why Map Marker was used, but it is what it is). So while they are under that package, the NPCs will try to get as close to the map marker's reference as possible.
With Arthmoor's Rorikstead, the Map Marker is moved to just above the Rorikstead inn, fairly close to where your new cart is parked. So when you get an Animal Extermination quest in that town, NPCs will try to path towards the Map Marker location, which means that they can often times end up trying to walk through your cart to get close to the marker, and end up stuck. They will get out eventually because of how packages work, but it's pretty noticeable.
This issue is more common for the mod added houses behind the Rorikstead inn (the 2 farmer and Blacksmith), just because how the pathing works out.
Just thought I'd point on this is a conflict.
https://staticdelivery.nexusmods.com/mods/1704/images/85802/85802-1677390146-26953451.png
Lovely, a town worth cavorting with Daedra for. Thank you!