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shurah

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Everything posted by shurah

  1. @ TechAngel85 and all STEP core members: Thank you for your support, you helped me a lot. Concerning the mods listed as incompatible, after a long investigation and a long reflexion, my conclusion is that it's not possible to support these mods. My mod is not really incompatible, "not designed to work with" is more suited. Here a short explanation: to work, an AI uses one or several references, in my case, I use extra invisible markers positioned according to the layout of cities/towns. To adapt my mod to ETaC, Skyrim radioactive or JK's Skyrim, it would require to reposition several hundred of markers, but sometimes the changes done by these mods are so deep that I have no place to reposition them. So it would require to redo several AI. Another problem is that some of these mods also disrupt the vanilla AI used by the citizens and some quests taking place in cities/towns, for the simple reason that these AI/quests have been also designed according the to cities/towns architecture. In short, it's more fast and more smart to create my own city overhaul, which will be compatible by default and bug free, rather than to create a version of my mod designed to work with one of these mods. Besides, the town overhaul from Arthmoor are compatible by default with my mod. So for me, there is no reason to support directly ETaC, JK's Skyrim or Skyrim radioactive. In my opinion, it will be much more usefull to spend my time to do a tutorial about navmeshing in order to encourage the development of towns overhauls which will be compatible with my mod.
  2. The 0.2.1 is up. The "Go Home" feature has been seriously improved (less annoying and still immersive) and I almost finished to overhaul the AI used by Whiterun's citizens. Note that Delphine and Lydia still uses the vanilla AI, besides that, the AI of all other NPCs living in Whiterun/Riverwood have been fully overhauled.
  3. About this flashing, it has nothing to do with DynDOLOD. The problem comes from SMIM (the meshes used for the smelter and the carriage are poorly configured) and it's only noticeable if you use an ENB under specific circumstances.
  4. It's even more easy than that, you select the static object(s), then you click on "create a collision cube" button so you'll get a box with the perfect shape. Then you add a L_NAVCUT collision layer to that box. Here is a screenshot to understand how to add a L_NAVCUT collision layer to a box: postimg.org/image/rnnb9d7mv/ The most annoying thing with JK's Skyrim is that this mod edit markers (xmarker, xmarkerheading), NPC references and trigger boxes which are used by quests and by some AI packages. As a result, JK's Skyrim prevents some quests and some AI to work as intended, it may also prevents the player to complete some quests. Besides, JKrojmal doesn't use a single L_NAVCUT collision layer and all his navmesh modifications are unnecessary (he doesn't add houses) and cause AI issues. This really demotivates me to do a tutorial to improve the compatibility of JK's Skyrim, because the cleaning work to undertake is way too big and complexe, and let's be honest, I don't have to pay for errors made by other people. I've set a reset timer of 1 hour for the following sentences: Stupid dog / Good dog
  5. I know perfectly this bug, it's a vanilla bug. The 2 kids are stuck in a scene that never ends due to several errors made by bethesda's developers. If you start a new game with my mod, this bug won't occur, however if you installed my mod on an old save while this bug already happened, my fix won't work. The only safe way to unfrozen them is to make them enter in a combat state. You can try to lure a wolf on them or wait for a vampire's attack or a dragon's attack. In fact, some mods edit navmeshes while it's totally unnecessary. So all you need to do is to remove these navmeshes with TES5edit and add some collision boxes with a L_NAVCUT collision layer.
  6. Yes, I'm going to write an article soon, but keep in mind that I'm not a native english speaker, so it's going to take me time to do it. Hopefully someone will make a script to automate my protocol via TES5edit. About GDO, there is no conflict with it, it was just a suggestion.
  7. Unless you like to talk with the guards, there is low interest to use GDO, because most of the guards will ignore you, except if there is high bounty on your head.
  8. The scene between Amren & Saffir can only occur between 8am & 8pm. All the scenes have been tested, so I know that it doesn't come from my mod. This bug is usually induced by mods such as Holiday, Wet & Cold or Run for your lives. A video or a more accurate description will be more usefull. If Lydia can't join you when you are in Dragonsreach, it means that you have a mod which break my navmeshes. If you have NPCs gathering themselves at the same place and not moving during several hours, it's also caused by a mod which break my navmeshes. The article about CAIO's compatibility should be now complete: https://www.nexusmods.com/skyrim/articles/50303/? I can confirm you that the problem doesn't come from stall fix. If you use the "wait menu" while you are in a highly populated cell, you'll get a bunch of NPCs appearing at the same place, but it will take only a few seconds for them to scatter. This is a vanilla bug present since the 11/11/11, the riften's guards in post near "Mistveil Keep" are a infamous example. A new version has been uploaded. By the way, I saw that GDO is part of the STEP core, my plugin is also a serious alternative to GDO for information.
  9. @ paradoxbound: Do you use OCS?
  10. NPCs clustering occurs when you use the wait menu. It's a vanilla bug which may become more obvious with my mod.
  11. @TechAngel85: I stopped to count the time spent on this mod a long time ago. A quick estimation give me more than 4 000 hours.
  12. @ EssArrBee: For now, only "go home" & " survival instinct" are used by Riften's citizens. This bug was created by the AI designed by Bethesda's developers. @ TechAngel85: All the travelers & patrols generated through random encounters are heavily buged (after some time, they stop to move) since the 11/11/11. I didn't take the time to fix them and no one in the USKP team has the knowledge to fix them. For information, it took me more than one hundred of hours just to fix the Khajiit caravans.
  13. If I understand well, she is now your steward, right? Can you send your mod list please? It might be useful for me to try to understand where the problem comes from.
  14. @ Neovalen: You got a animation bug coupled to a pathfinding bug, the animation bug occurs without my plugin and is quite rare. In the Riverwood Trader, the pathfinding algorithm has trouble to find a solution to navigate around the counter due to a lack of space around it. @ TechAngel85: Lydia is one of the rare NPCs living in Whiterun that I didn't improve (for now, she just uses "survival insinct"), because I don't know what to do with her. Someone already reported something about her: Source :https://forums.nexusmods.com/index.php?/topic/2792539-immersive-citizens-ai-overhaul/page-64&do=findComment&comment=26710719 A lot of mods edit the AI of Lydia without telling it. A good example is "Breezehome FullyUpgradable". So it may be hard for you to find the culprit.
  15. Thank you for your report paradoxbound. These issues will be fixed in the next version. Here is the link of my article about compatibility: https://www.nexusmods.com/skyrim/articles/50303/? It's not finished, but it should be more clear.
  16. I'm writing a article about compatibility/incompatibility, because at the moment there is a misunderstand with many people.
  17. Hello, Here are some new informations: Interaction with "Follower Overhaul" such as AFT, UFO, EFF If you use UFO or EFF, your follower(s) won’t use the feature “Survival Instinct” If you use AFT, you have the possibility to turn on/off the feature"Survival Instinct" for your follower(s). With AFT, "Survival Instinct" is activated by default, to disable it or to reactivate it, talk to your follower(s), go in the tweak menu, then in the combat menu, choose a combat style to disable it or choose 'None' to reactivate it. How long a hostile will stay in front of a citizen's door? Assuming you don't leave the area, this is determined by the following game setting: fCombatDetectionLostTimeLimit How long a citizen remains in a combat state once he reached a hideout? A citizen won't be in combat state anymore, if you kill his foe or if X minutes have past. X is equal to the value set for fCombatDetectionLostTimeLimit Once a citizen is no more in a combat state, how long it takes for him to leave his hideout? With the default time scale, it takes him between 1 & 120 secondes. What value did you set for fCombatDetectionLostTimeLimit? 600 so 10 minutes. By modifying this value, you can get results completely differents. For example, at 60, you'll have citizens fleeing around you permanently during your fights. This will add a lot of chaos, some will like it, some won't.
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