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Help with Immersive Citizens - AI Overhaul


Reecy101

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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 Optimization
  • Unofficial Skyrim Legendary Edition Patch
  • Skyrim: High Resolution Texture Pack (Free DLC)
  • Unofficial High Resolution Patch
  • Ultimate HD Fire Effects
  • Functional Homes
  • Functional Homes Dawnguard
  • Functional Homes Dragonborn
  • Weapons And Armour Fixes Remade
  • Sharlikrans Compatibility Patches - Weapon And Armour Compatibility Fixes Patch
  • Clothing And Clutter Fixes
  • Cloaks of Skyrim
  • Bandolier - Bags and Pouches
  • Bandolier - Dawnguard
  • Bandolier for NPCs
  • Complete Crafting Overhaul Remade
  • Sharlikrans Compatibility Patches - Complete Crafting Overhaul Compatibility Patch
  • Static Mesh Improvement Mod
  • Realistic Ragdolls and Force
  • STEP Mod Compilation and v2.2.9.2 Patches
  • Skyrim HD - 2K Textures
  • Enhanced Blood Textures
  • XCE - Xenius Character Enhancement
  • Superior Lore-Friendly Hair - HD textures
  • Beards
  • Immersive Citizens - AI Overhaul
  • Realistic Water Two
  • JContainers
  • SkyUI
  • RaceMenu
  • Character Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - Attributes
  • Extended UI
  • Better Dialogue Controls
  • Better MessageBoxControls
  • moreHUD (AHZmoreHUD)
  • A Matter of Time - A HUD clock Widget
  • A Quality World Map and Solstheim Map - With Roads
  • Player Home Map Markers
  • Mine Map Markers
  • Jaxonz Map Markers
  • Immersive Roads
  • Immersive Roads - Snow Shine Patch
  • Realistic Lighting Overhaul
  • Realistic Lighting Overhaul Update 4.0.8.02
  • Climates Of Tamriel - Weather - Lighting - Audio
  • ENBoost
  • Sounds of Skyrim - Civilization
  • Compatibility Patches - SoS Civilizations
  • Sounds of Skyrim - The Dungeons
  • Compatibility Patches - SoS The Dungeons
  • Sounds of Skyrim - The Wilds
  • Compatibility Patches - SoS The Wilds
  • ACE - Combat Skills
  • Apocalypse - Magic of Skyrim
  • Invested Magic - A Better Magic Paradigm
  • Balanced Magic
  • Skyrim Immersive Creatures
  • CCO Compatibility Patch for Skyrim Immersive Creatures
  • Immersive Patrols
  • OBIS - Organized Bandits In Skyrim
  • Smithing Perks Overhaul - Remade and Updated
  • Sharlikrans Compatibility Patches - Smithing Perks Overhaul Compatibility Patch
  • Immersive Armours
  • Royal Elven Armour and Weapons
  • Immersive Weapons
  • Unique Uniques
  • Exchange Currency
  • Immersive Jewelry
  • Warmonger Armory
  • Dragonbone Weapons
  • Heavy Armory - New Weapons (V2.4B)
  • Heavy Armory - New Weapons Dawnguard Add on
  • Heavy Armory - CCO Supported Version
  • Wearable Lanterns
  • Skyrim Realistic Archery - Bows - Arrows - Crossbows - Bolts
  • Archery Gameplay Overhaul
  • Arrow Recovery System Overhaul
  • Ultimate Spinning Arrows
  • Belt-Fastened Quivers
  • Duel - Combat Realism
  • Convenient Horses
  • Convenient Horse Herding
  • Immersive Animations
  • YY Anim Replacer - Mystic Knight
  • YY Anim Replacer - Zweihander
  • VioLens - A Killmove Mod
  • A Hunters Life - Hunting Overhaul
  • Adura Skyrim Merchant Mod
  • AH Hotkeys - Skyrim Hotkey Manager
  • Amazing Follower Tweaks
  • Automatic Follower Loot System
  • No Poison Dialogues
  • Auto Consume Potions
  • Auto Unequip Ammo
  • Auto Save Manager
  • Better Sorting
  • Sharlikrans Compatibility Patches - Better Sorting Compatibility Patch
  • Crime Bounty Decay
  • Deadly Dragons
  • Faction: Pit Fighter
  • Fast travel timescale fix
  • Followers Stay Close
  • Glowing Ore Veins 300
  • Golden Vendors
  • Guard Dialogue Overhaul
  • I Can't Believe It's Not ENB 3
  • Improved Quest Books
  • Improved Skill Books
  • Jaxonz Archery Util
  • Jaxonz Renamer
  • Jaxonz Protect Favourites
  • Jaxonz Real Names
  • Kace Auto Loot - MCM Configurable Autoloot
  • Legionettes
  • Lock Overhaul
  • NPCs can Craft
  • NPC Use Ammo
  • NPC Smarter Water AI
  • Point The Way
  • Realistic Crime Radius
  • Realistic Humanoid Movement Speed
  • Realistic Wildlife Loot And Recipes
  • Roadsigns Redone
  • Run For Your Lives
  • Stable uGrids to Load
  • TK Dodge
  • Training Dummies and Targets
  • Thundering shouts
  • Unread Books Glow
  • Use both Xbox 360 controller AND Keyboard SIMULTANEOUSLY
  • Wet and Cold
  • When Vampires Attack
  • Audio Overhaul for Skyrim 2
  • Bashed Patch
  • ASIS
  • ASIS Improved INI Files
Edited by Reecy101
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Your problem is the result of a conflict with another plugin.
May be this one is the culprit: Adura's Merchant Mod - Player Shops
Or may be you have an incompatible plugin which has not been correctly uninstalled (check your data folder).

You can also put my plugin near the bottom of your load order.

Edited by Shurah
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Shurah is right, I think. More to the point, I believe one of your mods is causing the NPCs to encounter an unexpected navmesh and become stuck. I've witnessed similar things happen. For example, I have the dead body collision mod installed, and just earlier I watched Delphine struggle to get around a dragon corpse so she could head back toward Riverwood. Look for mods that add new things to locations. That shop mod Shurah mentioned is a good culprit.

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Your problem is the result of a conflict with another plugin.

May be this one is the culprit: Adura's Merchant Mod - Player Shops

Or may be you have an incompatible plugin which has not been correctly uninstalled (check your data folder).

You can also put my plugin near the bottom of your load order.

 

 

Shurah is right, I think. More to the point, I believe one of your mods is causing the NPCs to encounter an unexpected navmesh and become stuck. I've witnessed similar things happen. For example, I have the dead body collision mod installed, and just earlier I watched Delphine struggle to get around a dragon corpse so she could head back toward Riverwood. Look for mods that add new things to locations. That shop mod Shurah mentioned is a good culprit.

 

Thanks guys.

 

I'll check it out when I get home from work and post my findings.

 

I hope that mod is the cause and hopefully I can make them play nice together. Because I really really like both.

 

@Shurah, would Detailed Cities cause a compatibility issue as well? I used to use that mod.

Edited by Reecy101
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Your problem is the result of a conflict with another plugin.

May be this one is the culprit: Adura's Merchant Mod - Player Shops

Or may be you have an incompatible plugin which has not been correctly uninstalled (check your data folder).

You can also put my plugin near the bottom of your load order.

 

Shurah is right, I think. More to the point, I believe one of your mods is causing the NPCs to encounter an unexpected navmesh and become stuck. I've witnessed similar things happen. For example, I have the dead body collision mod installed, and just earlier I watched Delphine struggle to get around a dragon corpse so she could head back toward Riverwood. Look for mods that add new things to locations. That shop mod Shurah mentioned is a good culprit.

 

Guys, great news :dance:

 

It was Adura's Merchant Mod.

 

  1. I disabled it in MO.
  2. Launched SKyrim with all my other mods enabled.
  3. CoC WhiterunSkyforge
  4. Went to the market area. I didn't see any npcs being stuck in front of the vegetable seller stall as per usual.
  5. Recruited Jenasa.
  6. Tried to lead her up the stairs, she didn't get stuck.

 

  1. Renabled Adura's Merchant Mod.
  2. Launched SKyrim.
  3. CoC WhiterunSkyforge
  4. Went to the market area. Immediately noticed npcs being stuck in front of the vegetable seller stall.
  5. Recruited Jenasa.
  6. Tried to lead her up the stairs, she got stuck.

 

  1. Moved Adura's Merchant Mod to load before IC:AIO.
  2. Launched SKyrim.
  3. CoC WhiterunSkyforge
  4. Went to the market area. I didn't see any npcs being stuck in front of the vegetable seller stall.
  5. Recruited Jenasa.
  6. Tried to lead her up the stairs, she didn't get stuck.

 

I'm glad that Adura's seems to be compatible as long as it loads before IC:AIO because I really liked the merchant mod.

 

Thanks for the awesome help. Now I need to figure out why my archery animation is a mix between vanilla draw and shoot and belt quiver's draw and shot animation.

 

More testing for me.

 

@Shura, so basically, if I want to add mods that would modify towns I should make sure they all load before your mod? I hope that's the case, because I just found some city mods that I kind of like.

Edited by Reecy101
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@Shura, so basically, if I want to add mods that would modify towns I should make sure they all load before your mod? I hope that's the case, because I just found some city mods that I kind of like.

 

 

Sadly, it's not that easy. If you want more details, I wrote a complete article about ICAIOs compatibility: http://www.nexusmods.com/skyrim/articles/50303/?

Btw, detailed cities is compatible.

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@Shura, so basically, if I want to add mods that would modify towns I should make sure they all load before your mod? I hope that's the case, because I just found some city mods that I kind of like.

 

 

Sadly, it's not that easy. If you want more details, I wrote a complete article about ICAIOs compatibility: http://www.nexusmods.com/skyrim/articles/50303/?

Btw, detailed cities is compatible.

 

 

Ok.

 

Well from my testing my hypothesis seems to be correct to some extent.

 

I started using Jk's Skyrim and Extended Towns and Cities.

 

By your incompatibilities list, they shouldn't work well but so far I haven't noticed anything npcs being stuck like before with Adura's Merchant Mod.

 

What I have noticed so far though is that maybe an npc bumps into a cart placed in Whiterun by JK's Skyrim. They try to path through and eventually get around it.

 

I have only looked at Whiterun, so maybe other areas break or maybe under other situations it will break, like a vampire attack at night or something.

Edited by Reecy101
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