Carriage Drivers Are Alive SE by ToosTruus, CosmicSloth0, WiZKiD34
Introduces AI, sandboxing, and campsites for the vanilla carriage and ferry systems with compatibility in mind.
Why are the Skyrim carriage drivers and ferries just idled to a Velcro seat? No backstory, nowhere to sleep, nothing to eat.
Shame. Apparently Bethesda forgot about them.
Well, not anymore. Now all vanilla carriage and ferry drivers have their own AI along with a spot to rest, sleep, and eat.
TL;DR: This mod is aimed for people who want to use vanilla travel system (or none at all) and simply want to see carriage driver NPC's living in Skyrim. The results of this make the mod highly compatible with your load order.
ESPFE plugin(s). No scripts, uses vanilla objects (i.e. compatible with any vanilla mesh or texture replacer). Terrain changes and object placement based on SLaWF & LFfGM, compatible with CRF where applicable. Sorted by LOOT correctly below all of them. Optional add-on plugin for ferrymen. Doesn't modify the travel system. It's just for show, to make the scenery more believable.
Comments from the peanut gallery:
This addresses a shortcoming of AI Overhaul where carriage drivers and ferrymen are left with vanilla AI: static drones sitting on their driver's seat 24/7/365, waiting... I don't use fast-travel during normal gameplay, and I seldom use carriages for travel, but these drivers sitting still all the time, while the rest of the world tries to look "alive", really bothers me.
The Whiterun driver has a small camp, nested between Skulvar's Farm and Maiden-Loom Manor, seen here while cooking:
The Windhelm driver has a small camp, nested between the stables and the Khajit caravan camp, seen here while cooking:
The Markath driver has a small camp next to his carriage, seen here while sitting on a bench and eating (sorry it's pretty dark):
The Riften driver has a small camp behind the Khajit caravan camp. During the day he sandboxes near the stables:
The Solitude driver is seen sitting on a wall. He sleeps in the tower behind:
Looking at the plugin in xEdit, the Hearthfire carriage drivers are given new AI packages for their routine, and are supposed to sleep in the house if there's a bed available. I don't know how to test or demonstrate this in-game as I don't currently have any HF player home.
The ferrymen (with the add-on) don't have camps and don't do much, they mostly sandbox near their boat, sometimes eating or drinking. Here in Dawnstar:
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This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive.
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DynDOLOD Standalone 3.00 Alpha-64 (Mega) DynDOLOD Resources 3.00 Alpha-17 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-19 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x.
Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards.
Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.
Major Feature Changes
Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Optional terrain underside generation is now a checkbox
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