my caravans were stuck in Markarth, Dawnstar and Windhelm, and I didn't even notice it. your fix cured this problem, ran tests, now caravans travel between cities as expected, thank you very much!
Thanks for this! I ended up having to use the console commands in the description.
One thing though, it seems they move really slowly, and not at all even if I fast travel to other places? Might be an issue with True Fast Travel Time , since I used fast travel to test. Though I'm trying to not use fast travel as much so I guess that's kind of moot
Yes the caravans has always been moving in real time, they walk from A to B, that's why they are slow. Usually they move after camping for 2 days. Even if you use that mod it's still not comparable with walking through the roads, because the roads aren't straight. I tried to compare it before.
Does this fix their tents and camps just not appearing? They appear where they are but they don't set up tents or fires or anything, so they're just standing there sillily.
While I don't use (with my knowledge) any kind of script optimizations mod (other then recently "Scripts Carefully Reworked Optimized and Tactfully Enhanced (SCROTE)" but had the issue before), I have this kind of issue with the Windhelm camp and still can't figure out why it is the case.
But didn't test it heavily if USSEP or some other mod is the cause for this.
They just don't want us to see how they manage to pull everything (tents, carpets, crates, sacks, and so on) out of their pockets :)
This is from the USSEP CaravanScript (the vanilla one has the same behavior) If WeAreEnablingCamp == True While LeaderRef.Is3DLoaded() == True Utility.Wait(1) EndWhile ToggleCamp(WhichCaravan, True) CaravanMembers[WhichCaravan].RegisterForSingleUpdateGameTime(CampTime) EndIfThe caravans travel from one site to the other. If when they arrive the caravan master has its 3D loaded (basically, if the player is in the area), they just stand around until it's unloaded (until the player goes away and can't see the camp popping out of thin air). Then the camp is enabled.
If you don't like that, just remove the While loop and compile.
Thank you very much for your answer. Because I have also installed USMP, the author of USMP mentioned that it should be placed below VSMO in the load order. Will there be any conflict if "Caravan Bug" is placed below VSMO?
Feedback testing current load order on new MO2 profile, Windhelm locatrion : - USSEP 4.2.9a + VSMO1.16a + this mod, several checks and days = caravans still stuck - applying console suggestions = caravans move but do not deploy. I made a related comment on VSMO bug tab before testing this implementation.
Could the Skyrim Project Optimization ( ESL version) make a difference ? LO : USSEP - SPO - VSMO - this mod.
No it couldn't be SPO. Are you using Creation Kit? If yes then (If you're using MO2) Right click on this mod one the left pane, and click info > conflicts tab, and see if there's anything overwriting it. You can also check on your game folder : Data > scripts > "caravanleaderscripts.pex" Data > scripts > source > "caravanleaderscripts.psc" The only thing in your data folder should be from the base game and nothing else. When we first open Creation Kit it will ask us to unzip script.rar at the data folder, and it will overwrites the scripts from MO2. This happened to me. You can make new empty mod and place and unzip the script.rar from your data folder and name it anything. Just enable it when you're using CK. (If you're not) Check this mods conflict and make sure the scripts aren't overwritten by anything. I think I recall you can do this in vortex. Also try to test on new game.
Thanks for following up ; I haven't updated the CK, thus not using it on 640, though my knowledge of Skyrim internals and CK is as bad as my Chinese proficiency.
Did that check first thing -- MO2 archive parsing -- caravanleaderscripts.pex conflicts with USSEP ( and VSMO, if/when used for experimenting ). no other discrepency. Tested new games, as you've read also on VSMO.
okay just make sure this mod is highlighted green in the left pane, and it should be good to go. What I'm afraid is if you have any scripts in your data folder, that script will overwrite this mod and anything from MO. So be sure to check your data folder. Just let me know.
40 comments
One thing though, it seems they move really slowly, and not at all even if I fast travel to other places? Might be an issue with True Fast Travel Time , since I used fast travel to test. Though I'm trying to not use fast travel as much so I guess that's kind of moot
But didn't test it heavily if USSEP or some other mod is the cause for this.
This is from the USSEP CaravanScript (the vanilla one has the same behavior)
If WeAreEnablingCamp == True
The caravans travel from one site to the other. If when they arrive the caravan master has its 3D loaded (basically, if the player is in the area), they just stand around until it's unloaded (until the player goes away and can't see the camp popping out of thin air). Then the camp is enabled.While LeaderRef.Is3DLoaded() == True
Utility.Wait(1)
EndWhile
ToggleCamp(WhichCaravan, True)
CaravanMembers[WhichCaravan].RegisterForSingleUpdateGameTime(CampTime)
EndIf
If you don't like that, just remove the While loop and compile.
- USSEP 4.2.9a + VSMO1.16a + this mod, several checks and days = caravans still stuck
- applying console suggestions = caravans move but do not deploy.
I made a related comment on VSMO bug tab before testing this implementation.
Could the Skyrim Project Optimization ( ESL version) make a difference ?
LO : USSEP - SPO - VSMO - this mod.
(If you're using MO2)
Right click on this mod one the left pane, and click info > conflicts tab, and see if there's anything overwriting it. You can also check on your game folder :
Data > scripts > "caravanleaderscripts.pex"
Data > scripts > source > "caravanleaderscripts.psc"
The only thing in your data folder should be from the base game and nothing else. When we first open Creation Kit it will ask us to unzip script.rar at the data folder, and it will overwrites the scripts from MO2. This happened to me. You can make new empty mod and place and unzip the script.rar from your data folder and name it anything. Just enable it when you're using CK.
(If you're not)
Check this mods conflict and make sure the scripts aren't overwritten by anything. I think I recall you can do this in vortex. Also try to test on new game.
Did that check first thing -- MO2 archive parsing -- caravanleaderscripts.pex conflicts with USSEP ( and VSMO, if/when used for experimenting ). no other discrepency.
Tested new games, as you've read also on VSMO.
What I'm afraid is if you have any scripts in your data folder, that script will overwrite this mod and anything from MO. So be sure to check your data folder. Just let me know.
MO2 VFS and Steam Data folders are the only ones and have no conflict.