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  1. Hey guys, This is asking a lot but could anyone help check this short load order (of my entire 160ish pugins). This is the bottom half and the only parts that give me errors in xEdit. These mods obviously conflict and theres no going around that but I just want to make SURE they are in the most beneficial order. Also any insight into the errors of xedit, mainly the navmesh ones and if they would cause crashes or just "simply" result in empty voids in my game where something was replaced. THANKS This is my current load order for the mods that matter: AKSKyrimUnderground Alternate Start RAO - Alternate Start Patch Immersive Citizens - AI Overhaul Open Cities JK's Whiterun-Open cities SSE Immersive Citizens - OCS patch (open cities) SoS ImmersiveCitizens Patch RLO - IC Patch Relationship Dialogue Overhaul RDO - AFT RDO - USSEP Patch RealisticWaterTwo RW2 + Verdant patch Palaces Castles Enhanced PCE - USSEP PCE - Live Another Life PCE - Immersive Citizens PCE- Open Cities PCE - RDO PCE - RLO SSEMerged Bashed Patch BELOW ARE THE XEDIT ERRORS (Probably can ignore the abandonedprisonCELL in SKYRIMUNDERGROUND as I'm almost certain that's the same cell as Alternate Start) [00:03] Checking for Errors in [0A] AKSkyrimUnderground.esp [00:05] [REFR:0A5314B9] (places FarmBTrapdoor02 "Trapdoor" [DOOR:000E9E08] in GRUP Cell Persistent Children of DarkwaterCrossingGoldenrockMine "Goldenrock Mine" [CELL:00013A8A]) [00:05] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00061DCB] (in GRUP Cell Temporary Children of DarkwaterCrossingGoldenrockMine "Goldenrock Mine" [CELL:00013A8A])"> [00:07] [REFR:0A35C0B3] (places ImpDoorExtHoleDoorLoad01 "Wooden Door" [DOOR:0004E2C2] in GRUP Cell Persistent Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594]) [00:07] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:0005819D] (in GRUP Cell Temporary Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594])"> [00:08] Checking for Errors in [0B] Alternate Start - Live Another Life.esp [00:09] Checking for Errors in [0C] RAO - Alternate Start Patch.esp [00:09] Checking for Errors in [0D] Immersive Citizens - AI Overhaul.esp [00:16] NPCOWhiterunLuciaSitNearBanneredMare19x2 [PACK:0DFCC0AE] [00:16] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> Target is not persistent [00:17] Checking for Errors in [0E] Open Cities Skyrim.esp [00:17] [REFR:00077323] (places SHouseDoor01 "Door" [DOOR:000368CE] in GRUP Cell Persistent Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289]) [00:17] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000772CD] (in GRUP Cell Temporary Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])"> [00:19] Checking for Errors in [0F] JK's Whiterun-Open cities SSE.esp [00:19] Checking for Errors in [10] Immersive Citizens - OCS patch.esp [00:19] Checking for Errors in [11] SoS_ImmersiveCitizens_Patch.esp [00:19] Checking for Errors in [12] RLO - IC Patch.esp [00:19] Checking for Errors in [13] Relationship Dialogue Overhaul.esp [00:23] Checking for Errors in [14] RDO - AFT v1.66 Patch.esp [00:24] Checking for Errors in [15] RDO - USSEP Patch.esp [00:24] Checking for Errors in [16] RealisticWaterTwo.esp [00:24] Checking for Errors in [17] RealisticWaterTwo+-+Verdant+Patch.esp [00:24] Checking for Errors in [18] RealisticWaterTwo - Watercolor.esp [00:24] Checking for Errors in [19] Palaces Castles Enhanced.esp [00:24] _CuNPCGuardWeak "Solitude Guard" [NPC_:191EECA5] [00:24] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 24 not found in NordRace "Nord" [RACE:00013746]> [00:24] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 31 not found in NordRace "Nord" [RACE:00013746]> [00:27] [REFR:0007C3DF] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4]) at 42,-25) [00:27] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000F7E94] (in GRUP Cell Temporary Children of RiftenCitySouth [CELL:00042245] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-25))"> [00:28] Checking for Errors in [1A] PCE - USSEP Patch.esp [00:28] Checking for Errors in [1B] PCE - Live Another Life Patch.esp [00:28] Checking for Errors in [1C] PCE - Immersive Citizens AI Overhaul Patch.esp [00:28] Checking for Errors in [1D] PCE - Open Cities Patch.esp [00:28] Checking for Errors in [1E] PCE - RDO Patch.esp [00:28] Checking for Errors in [1F] PCE - RLO Patch.esp [00:28] All Done!
  2. If this has already been solved, I'm sorry in advance. Just please point me to the solution. I have Immersive Citizens: AI Overhaul installed and for the most part it works as it should. However I notice that in certain locations and times, NPCs become stuck. In Whiterun, by the bridge at the entrance and the market (mostly the market). NPCs seem to just get stuck there. Even my followers managed by AFT get stuck at the market if I pass through there. What causes this? Is there a solution to this? As far as I can tell, the mods I have aren't incompatible based on the list of incompatibilities stated for the mod. Maybe I'm wrong. Here's a list of all the mods I have in the order I have them (left pane of Mod Organizer), right pane is sorted by LOOT. Skyrim Project OptimizationUnofficial Skyrim Legendary Edition PatchSkyrim: High Resolution Texture Pack (Free DLC)Unofficial High Resolution PatchUltimate HD Fire EffectsFunctional HomesFunctional Homes DawnguardFunctional Homes DragonbornWeapons And Armour Fixes RemadeSharlikrans Compatibility Patches - Weapon And Armour Compatibility Fixes PatchClothing And Clutter FixesCloaks of SkyrimBandolier - Bags and PouchesBandolier - DawnguardBandolier for NPCsComplete Crafting Overhaul RemadeSharlikrans Compatibility Patches - Complete Crafting Overhaul Compatibility PatchStatic Mesh Improvement ModRealistic Ragdolls and ForceSTEP Mod Compilation and v2.2.9.2 PatchesSkyrim HD - 2K TexturesEnhanced Blood TexturesXCE - Xenius Character EnhancementSuperior Lore-Friendly Hair - HD texturesBeardsImmersive Citizens - AI OverhaulRealistic Water TwoJContainersSkyUIRaceMenuCharacter Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - AttributesExtended UIBetter Dialogue ControlsBetter MessageBoxControlsmoreHUD (AHZmoreHUD)A Matter of Time - A HUD clock WidgetA Quality World Map and Solstheim Map - With RoadsPlayer Home Map MarkersMine Map MarkersJaxonz Map MarkersImmersive RoadsImmersive Roads - Snow Shine PatchRealistic Lighting OverhaulRealistic Lighting Overhaul Update 4.0.8.02Climates Of Tamriel - Weather - Lighting - AudioENBoostSounds of Skyrim - CivilizationCompatibility Patches - SoS CivilizationsSounds of Skyrim - The DungeonsCompatibility Patches - SoS The DungeonsSounds of Skyrim - The WildsCompatibility Patches - SoS The WildsACE - Combat SkillsApocalypse - Magic of SkyrimInvested Magic - A Better Magic ParadigmBalanced MagicSkyrim Immersive CreaturesCCO Compatibility Patch for Skyrim Immersive CreaturesImmersive PatrolsOBIS - Organized Bandits In SkyrimSmithing Perks Overhaul - Remade and UpdatedSharlikrans Compatibility Patches - Smithing Perks Overhaul Compatibility PatchImmersive ArmoursRoyal Elven Armour and WeaponsImmersive WeaponsUnique UniquesExchange CurrencyImmersive JewelryWarmonger ArmoryDragonbone WeaponsHeavy Armory - New Weapons (V2.4B)Heavy Armory - New Weapons Dawnguard Add onHeavy Armory - CCO Supported VersionWearable LanternsSkyrim Realistic Archery - Bows - Arrows - Crossbows - BoltsArchery Gameplay OverhaulArrow Recovery System OverhaulUltimate Spinning ArrowsBelt-Fastened QuiversDuel - Combat RealismConvenient HorsesConvenient Horse HerdingImmersive AnimationsYY Anim Replacer - Mystic KnightYY Anim Replacer - ZweihanderVioLens - A Killmove ModA Hunters Life - Hunting OverhaulAdura Skyrim Merchant ModAH Hotkeys - Skyrim Hotkey ManagerAmazing Follower TweaksAutomatic Follower Loot SystemNo Poison DialoguesAuto Consume PotionsAuto Unequip AmmoAuto Save ManagerBetter SortingSharlikrans Compatibility Patches - Better Sorting Compatibility PatchCrime Bounty DecayDeadly DragonsFaction: Pit FighterFast travel timescale fixFollowers Stay CloseGlowing Ore Veins 300Golden VendorsGuard Dialogue OverhaulI Can't Believe It's Not ENB 3Improved Quest BooksImproved Skill BooksJaxonz Archery UtilJaxonz RenamerJaxonz Protect FavouritesJaxonz Real NamesKace Auto Loot - MCM Configurable AutolootLegionettesLock OverhaulNPCs can CraftNPC Use AmmoNPC Smarter Water AIPoint The WayRealistic Crime RadiusRealistic Humanoid Movement SpeedRealistic Wildlife Loot And RecipesRoadsigns RedoneRun For Your LivesStable uGrids to LoadTK DodgeTraining Dummies and TargetsThundering shoutsUnread Books GlowUse both Xbox 360 controller AND Keyboard SIMULTANEOUSLYWet and ColdWhen Vampires AttackAudio Overhaul for Skyrim 2Bashed PatchASISASIS Improved INI Files
  3. Apparently ETAC and IC are not compatible. Is there any mod that does what ETAC does that is compatible with the new Immersive Citizens?
  4. Rebuilding my mod list from scratch using Vortex to avoid errors caused by altered files from previous install. Downloaded Immersive Citizens from Nexus through Vortex. Installer opened normally but FINISH button on last page remained Greyed out no matter how I changed my choices in the installer. Only option is to Close window and abort the install. Is any one else having this issue? What would cause this? Edit: The FINISH button is usable/works if I choose LITE install on the first page.
  5. Hey So could someone help me sort my load order? I have currently 300 active mode (243 plugins) And i would like to keep most of them, i havent just randomly picked mods i have put some thought to it. All seems to go well put as soon as i enter some major city example: Markart and Solitude. First of all the opening scenes on them dont play quite right: Markart city guard dosen't do nothing sometimes when that guy kills Margareth so i kill him and sometimes the note isin't given to me so i have to pick it one the ground next to inn. AND when i enter lets say inn or that Shop thats having some trouble i get a CTD. BUT when i deactivate Immersive Citizens - AI Overhaul SE well the Scenes dont always still play right BUT theres no CTD. The thing is i would like to keep immersive citizens if possible. I'm willing to get some mods off but would like to keep most of them just have to get the load order correct :/ (Have done some merging mods but not too much) Really would appericiate help so i could get to actually play this game with this awesome mods! :smile: I'll Load the Load order to the comment soon as i sort it to the way i have sorted it:
  6. I noticed an issue after I had a problem with Interesting Npcs regarding with followers running away in combat. This issue popped up when I disabled the mod configurations for Immersive Citizens, which solved the followers of Interesting Npcs from fleeing in combat. The issue was I noticed that there were some npcs in Skyrim such as Beirand (Solitude Blacksmith) confined himself to his house rather than work his regular work hours or other vanilla npcs who stopped walking outside of town as if they were waiting out the rain (but it's not even raining). I been trying to solve this problem for the past couple of hours, but with no avail. I'm wondering if it has anything to do with my mod load order that is causing this or ai scripted mods such as Immersive Citizens, Run for their Lives or When Vampires Attack may have a conflict with one another? Here is my load order below. Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Unofficial Skyrim Legendary Edition Patch.esp=1Falskaar.esm=1Wyrmstooth.esp=1Gray Fox Cowl.esm=1RaceCompatibility.esm=1MolagBalsInferno.esm=1ApachiiHair.esm=1The Dance of Death - Ultimate Edition.esp=1Hothtrooper44_Armor_Ecksstra.esp=1When Vampires Attack.esp=1Purewaters.esp=1SkyUI.esp=1EnhancedLightsandFX.esp=1ELFX - Exteriors.esp=1ERSO 09 - RUS-Npcs overhaul.esp=13DNPC.esp=1AmazingFollowerTweaks.esp=1AFT_iNPCFix.esp=1AFT_NoDances.esp=1AFT_NoFriendlySpellDamage.esp=1Prometheus_No_snow_Under_the_roof.esp=1Helgen Reborn.esp=1SoS - The Wilds.esp=1SoS - Civilization.esp=1SoS - The Dungeons.esp=1ELFX - Weathers.esp=1Hothtrooper44_ArmorCompilation.esp=1Guard Dialogue Overhaul.esp=1Populated Lands Roads Paths Legendary.esp=1Laundry.esp=1Inconsequential NPCs.esp=1Populated Dungns Caves Ruins Legendary.esp=1Run For Your Lives.esp=1Immersive detection of NPC.esp=1Realistic crime report radius.esp=1aMidianBorn_ContentAddon.esp=1Cloaks.esp=1Immersive Weapons.esp=1SMIM-Merged-All.esp=1Populated Forts Towers Places Legendary.esp=1Populated Cities Towns Villages Legendary.esp=1Immersive Patrols II.esp=1Populated Skyrim Civil War.esp=1ForgottenCity.esp=1AMB Glass Variants Lore.esp=1Differently Ebony.esp=1aMidianborn_Skyforge_Weapons.esp=1SeeYouSleepByMadmole.esp=1TW3_femaleArmors_zzjay.esp=1HoamaiiSleepingBags.esp=1SimplyKnock.esp=1PlayRandomIdle.esp=1FNIS_PCEA2.esp=1FNIS.esp=1FreeHugMod.esp=1Footprints.esp=1PrvtIRoyalArmory.esp=1The Paarthurnax Dilemma.esp=1summersetisles.esp=1Unique Uniques.esp=1Real Roads.esp=1Prometheus_NSUTR Falskaar Dock.esp=1WSCO - Better NPCs.esp=1CharacterMakingExtender.esp=1EnhancedCharacterEdit.esp=1WSCO - OcciFemaleVNL.esp=1WSCO - OcciMaleVNL.esp=1Alternate Start - Live Another Life.esp=1Immersive Citizens - AI Overhaul.esp=1ELFXEnhancer.esp=1Immersive Citizens - ELFXEnhancer patch.esp=1Rigmor.esp=1 2E
  7. I've created a mod that alters Saadia's AI packages to give her a more realistic schedule (She only works certain days, stays at Breezehome some nights, travels to Riverwood and Dragonsreach on weekends, etc) and I've been pounding my head against the desk for a few days now, troubleshooting my packages which simply won't work. I kept thinking my conditions were wrong, my stack order was wrong, nope it was immersive citizens which apparently injects its AI packages into the NPCs bypassing any other mods (I assume because it doesn't show up as a conflict in xedit) I'm wondering if anyone is knowledgeable about immersive citizens and the way it adds its packages? Is there a way to exclude certain NPCs from being effected by this mod? I'd rather keep most of the AI changes but be able to exclude certain NPCs I have overhauled myself. For now, I'm going to edit all of the packages in immersive citizens I perceive to be linked to Saadia to have conditions that won't pass and see if that works. Otherwise, I might have to find an alternative.
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