Xuvish Posted April 6, 2020 Posted April 6, 2020 Ever since I completed the Companions quest line, NPC's would gather around the Underforge entrance and try to leave the city. I started by sometimes recycling the actor in console, but that wouldn't always work. They would come back to that spot where the entrance is and try to leave Whiterun. I also will see a quest marker there while in Whiterun, but when I view the map, the quest marker would be in the correct place. Is there a fix for this?
Mez558 Posted April 6, 2020 Posted April 6, 2020 43 minutes ago, Xuvish said: Ever since I completed the Companions quest line, NPC's would gather around the Underforge entrance and try to leave the city. I started by sometimes recycling the actor in console, but that wouldn't always work. They would come back to that spot where the entrance is and try to leave Whiterun. I also will see a quest marker there while in Whiterun, but when I view the map, the quest marker would be in the correct place. Is there a fix for this? 1st You really want to post this in the Skyrim or Skyrim SE forums under one of the Support Threads. 2nd. Unless your game is completely vanilla (in which case the answer is, that's Skyrim for you) then you should post a mod list and load order. I would hazard a guess at a mod that changes Whiterun in someway but that's only a guess.
Zaflis Posted April 8, 2020 Posted April 8, 2020 1 hour ago, Xuvish said: Not sure if this is a mod issue or Skyrim issue. I tried to post in technical support area, but they said it might be a mod issue and I should post my load order. Ever since I completed the Companions quest line, NPC's would gather around the Underforge entrance and try to leave the city. I started by sometimes recycling the actor in console, but that wouldn't always work. They would come back to that spot where the entrance is and try to leave Whiterun. I also will see a quest marker there while in Whiterun, but when I view the map, the quest marker would be in the correct place. Here is my load order. https://docs.google.com/document/d/1gf5lcJ4YwVjON2Lnv9UFLadutz8T39pjJGWs-qxeGgA/edit?usp=sharing Is there a fix for this? I would start by checking mods that change Whiterun, and you have several of those. I saw you posted in Cursed Loot thread but that shouldn't have anything to do with companions NPC's. Skyrim load orders can be very complex puzzles and each one uses different pieces. There's no 1 way to put them together and you can only try different combinations until it works. Unless someone has experienced the same thing before i don't think there is much we can help. (Don't post in specific mod threads unless you actually know which mod is culprit, and it sounds like you do not know yet.)
Xuvish Posted April 8, 2020 Author Posted April 8, 2020 48 minutes ago, Zaflis said: I would start by checking mods that change Whiterun, and you have several of those. I saw you posted in Cursed Loot thread but that shouldn't have anything to do with companions NPC's. Skyrim load orders can be very complex puzzles and each one uses different pieces. There's no 1 way to put them together and you can only try different combinations until it works. Unless someone has experienced the same thing before i don't think there is much we can help. (Don't post in specific mod threads unless you actually know which mod is culprit, and it sounds like you do not know yet.) When you say checking mods that change Whiterun, do you mean to delete them, then play the game to see if it still does that? Or will changing the load order help? If just the load order, is trial and error the only way, or is there a general guideline I can follow?
Zaflis Posted April 8, 2020 Posted April 8, 2020 8 hours ago, Xuvish said: When you say checking mods that change Whiterun, do you mean to delete them, then play the game to see if it still does that? Or will changing the load order help? If just the load order, is trial and error the only way, or is there a general guideline I can follow? No real guideline, but if you uninstall mods or change load order mid a playthrough you break the "golden rule" - your save won't be clean anymore. Anything unpredictable can happen that doesn't necessarily follow any reproducable logic. In short Skyrim happens... But we still keep trying until things work, until something else breaks because of it. When you're fixing issues by uninstalling mods you are making the save more and more unstable. I've seen things go so bad i can't even begin to describe... Yes, the load order can matter sometimes significantly. Sometimes install order matters as well. (I noticed you use Mod Organizer so i'll be clear in that install order means left column and load order the right side. Both sides order matters.) But you can do very analytical things yourself too if you want. By opening console and clicking an npc you get his RefID, and using TES5Edit on your whole load order you can search that ID. It will give you a list of mods that edit his values. Youtube guides for TES5Edit may get you started. So i didn't mean trying any one thing, you may need to try "all the things" to solve it. Slaverun reloaded sounded like a good starting point, i know it relates to Whiterun, but you have "whiterun" mentioned in other mods too.
Xuvish Posted April 8, 2020 Author Posted April 8, 2020 2 hours ago, Zaflis said: No real guideline, but if you uninstall mods or change load order mid a playthrough you break the "golden rule" - your save won't be clean anymore. Anything unpredictable can happen that doesn't necessarily follow any reproducable logic. In short Skyrim happens... But we still keep trying until things work, until something else breaks because of it. When you're fixing issues by uninstalling mods you are making the save more and more unstable. I've seen things go so bad i can't even begin to describe... Yes, the load order can matter sometimes significantly. Sometimes install order matters as well. (I noticed you use Mod Organizer so i'll be clear in that install order means left column and load order the right side. Both sides order matters.) But you can do very analytical things yourself too if you want. By opening console and clicking an npc you get his RefID, and using TES5Edit on your whole load order you can search that ID. It will give you a list of mods that edit his values. Youtube guides for TES5Edit may get you started. So i didn't mean trying any one thing, you may need to try "all the things" to solve it. Slaverun reloaded sounded like a good starting point, i know it relates to Whiterun, but you have "whiterun" mentioned in other mods too. Should I match the install order to the load order? That is what I generally try to do, except for Alternate Start, Death Alternative, Bodyslide, FINS, Papyrus, and XP32 Maximum Skeleton. Some people told me those should be at the end. Is that true? Are the following good practices? 1. When I install a new mod, I use loot for the load order, then unless otherwise specified in the mod description, I match the left side to the right side. 2. For mods that have no esp on the right side and are stand-a-lone mods, I put them after the last esp file in the load order. 3. For mods that have no esp on the right side that come with the main mod, I install the main mod with the ESP first, then the other mods right after it. Are the guides in Nexus under MO2 still good as they are from 2013? Are there more recent guides? Thanks for all your help.
Zaflis Posted April 9, 2020 Posted April 9, 2020 11 hours ago, Xuvish said: There are still guides being made and the people who write them are actively answering questions in those topics, they know more technical details than i do. S.T.E.P. guide should always be up to date and they should have support forums too for questions etc, but they specialize in Skyrim stability. Install order can match load order but it's not so relevant. In the install order you see the lightning icon when something conflicts. If mod conflicts with nothing then its position doesn't matter at all, and most mods files don't have any conflicts (Flags column). XP32 Maximum Skeleton Extended should usually be among the last, letting no other skeleton override it but even that can have some exceptions. It depends on mod, and if you see a conflict you should check mod description on where mod creator wants it to be. More Nasty Critters and Cosio body may be some of those exceptions that should override XPMSE, maybe... I don't play with either so. LOOT should be setting the Alternate start and its addons last automatically, that is correct but there are also some rules which i may not even know about so it not terrible idea to blindly trust LOOT. If you know that you want feature from mod A to override mod B then just have mod B loaded later even if it's against common habit.
Xuvish Posted April 9, 2020 Author Posted April 9, 2020 Thanks for all you help I will keep that in mind. I will check out those guides in Nexus. Thanks again. Xuvish.
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