There are a few very minor conflicts with Khajiit Caravan Clutter (which I've switched to over Khajiit Has Wares). I made a patch, in case anyone is interested.
Checking with xEdit shows that there is a single conflict with the Solitude camp. Only a problem if KHW is loaded first. I forwarded the ownership change for myself, just giving a compatibility report.
I'm unsure if some of the changes made by the mod to the Caravans quest is causing it, but the Khajiiteers have stopped being Caravaneers, and seem to be Campeers ALL the time, never left their last campsite since 1.0.
They don't cause it to me, so they shouldn't cause it to you either. Maybe it's some conflict, but please don't tell me your load order because I'm not planning to do anything about it -- this is a take-it-or-leave-it mod.
Technically the only thing the Caravan quest I find a bit odd is in the change I see in alias number ordering or something, for USSEP didn't change it, but this mod which forward the USSEP changes does and I haven't reverted those values just yet for testing purposes.
Ah, I'm wrong in calling it alias number ordering (couldn't remember it at the time) [if it was alias order changes, that would have been a big one]. It's the stuff above in the scripts dealing with the alias CaravanNumber. Also, does the absence of the file name in the script fragment field doesn't matter? Plus, I wonder if installing it mid-game might have anything to do with it, though how that works with those changes, I'm really unsure.
I can't imagine what you see, but there's no change in that stuff either. The only difference with USSEP, apart from the AI package lists, is that I removed the QF_Caravans_0003ACDB script name. Why? Just for neatness; such script doesn't exist. Anyway, if you believe that I'm a complete idiot and have no idea of what I'm doing, then you'd better delete this and any other of my mods you might have... you never know what else could happen.
Installing mid-game is perfectly fine, as well as uninstalling mid-game.
I'm very sorry if you're offended by something I wrote which I don't know how it comes across as being offensive [though my initial post was meant to make it like it rhymes], I'm just trying to figure out what I'm seeing in xEdit, because I really am an idiot in these things and just floating these questions to pinpoint stuff if they matter to the problem I'm seeing.
https://i.postimg.cc/mgGTKXMy/1.png
Those CaravanNumbers changes are consistent downwards but like I said I really don't know what they mean and if they matter when run in midgame. Thanks on the clarification on the QF_Caravans_0003ACDB script fragment field.
I'm not offended, just irritated by the repeated, unsubstantiated claims. If you had linked a pic in your second post, the fact that the issue is a different USSEP version would have been clear from the start. I use v4.2.5 (well, half of it) and this is how the quest looks like for me (https://i.postimg.cc/fLwRRF2B/4.jpg), and of course they keep to their travel schedule like Swiss watches. Since I'm not going to download the new version, I'll place a warning in the description and think how to make the mod impervious to the USSEP's never-ending fluctuations.
Ah, checking through some more, there is one thing that may or may not impact my playthrough with this mod, though once again it would be conjectural with my level of understanding. USSEP 4.2.9a came out near the end of May, and it has some kind of USSEP retroactive fix for the Caravan quest but I had RK 1.0 earlier, unfortunately I couldn't remember how the Relaxed Khajiit worked before 4.2.9a (they might have travelled but as usual I am unsure). Ironically, USSEP itself has a USKP caravan camping mid-game stall bug way back in 2013 from the changelog I read, and it may yet happen again just to mess itself up with the RK mod.
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They are cats after all; they sleep with half-shut eyes and radar ears and keep their wares safe :)
Are you asking "Is this compatible?"
Or are you saying that it's not compatible and urging for a fix?
For now: "I'd be surprised; nothing is compatible with Immersive Citizens".
Call it Inclusive Citizens.
Maybe it's some conflict, but please don't tell me your load order because I'm not planning to do anything about it -- this is a take-it-or-leave-it mod.
https://i.postimg.cc/kGLqfzsv/1.jpg
https://i.postimg.cc/j23mXfxV/2.jpg
https://i.postimg.cc/ZqTkJ4DM/3.jpg
The only difference with USSEP, apart from the AI package lists, is that I removed the QF_Caravans_0003ACDB script name.
Why? Just for neatness; such script doesn't exist.
Anyway, if you believe that I'm a complete idiot and have no idea of what I'm doing, then you'd better delete this and any other of my mods you might have... you never know what else could happen.
Installing mid-game is perfectly fine, as well as uninstalling mid-game.
https://i.postimg.cc/mgGTKXMy/1.png
Those CaravanNumbers changes are consistent downwards but like I said I really don't know what they mean and if they matter when run in midgame. Thanks on the clarification on the QF_Caravans_0003ACDB script fragment field.
If you had linked a pic in your second post, the fact that the issue is a different USSEP version would have been clear from the start.
I use v4.2.5 (well, half of it) and this is how the quest looks like for me (https://i.postimg.cc/fLwRRF2B/4.jpg), and of course they keep to their travel schedule like Swiss watches.
Since I'm not going to download the new version, I'll place a warning in the description and think how to make the mod impervious to the USSEP's never-ending fluctuations.
Ironically, USSEP itself has a USKP caravan camping mid-game stall bug way back in 2013 from the changelog I read, and it may yet happen again just to mess itself up with the RK mod.