In order to debug any problems that may occur with the mod, some information is REQUIRED - without it, there's nothing I can do. Comments reporting problems with the mod will be ignored unless this information is supplied.
In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand.
You will obviously need to make sure your SkyrimCustom.ini file has the following section:
Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too.
Without MCM
Open the console with the ~ key and type:
Set ARTHWVADebugGlobal to 1
The Log Files
Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session:
1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log" 2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log"
Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these.
One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you.
Posts advising people to deactivate or uninstall the mod to fix problems will be summarily deleted. People should know by now this is not a good idea for Skyrim and I will not allow such advice to remain posted.
is there a mod to send npcs back to their spawn point? I had a dragon chase me around and npcs stuck outside of Markarth had no where to go, so they just kept running into the countryside. A kid in particular ran so far she got stuck.
Yes it's enabled. The status in the MCM is there to use for troubleshooting purposes if for some odd reason the quest doesn't stop after each encounter on its own.
Please, please. Please port this to LE. Ever since the LE version disappeared from the Nexus, my Skyrim NPCs have been suffering forever. Please, please. I will do anything if you grant my wish.
I searched and it seems to be version 3.0. Isn't it the same as the one released in 2012? I already have 3.0 and it doesn't work. I thought it was because it was a very old version. I happened to find version 4.03, which was updated in 2020, on this SE page, and I wrote a comment out of surprise. By any chance the 3.0 version still works on LE, am I missing something?
3.0 is the very first version for SSE, so it will not work in LE.
If you're dead set on getting the LE version you need what's on either Steam Workshop or AFK Mods. Just make sure on AFK that you're actually looking at the LE section.
Does this mod affect enemy NPC-S or only Citizens?
Because recently I met the orc that wanted a "good death" and he fled as soon as I got his health below half. And that doesn't make sense, for an orc that wishes to die in battle, why would he flee? So I was wondering if this mod affects the behaviour of enemy NPC-s
Thanks for the info. It's either a vanilla "feature" or it's one of my combat behavioural mods(I guess AI becoming 'smarter' might also result in AI having stronger self preservation instincts)
This is not compatible with Immersive citizens, it is on the list of incompatible mods on their official website. Run for your lives (version 2.1 or above)
The information on that site is incorrect. This mod is 100% compatible with ICAO, but frankly ICAO is enough of a problem on its own that it should just be avoided for all the issues it causes with NPCs and quests.
Okay, I'm sorry but the compatibility seemed strange to me because of the description of the web and that both make NPCs flee from danger. Are you saying Immersive Citizens is unstable? It's strange, it's a top mod, however I trust you, you have many mods that I love.
It has a lot of issues with resource usage due to the number of aliases it sets. NPCs will often get stuck in weird places, which can cause quests to break. There's even been reports of NPCs showing up in Helgen at the start of a new game who promptly get killed by Alduin, which then breaks anything they were involved with.
Plus if you follow Shurah's load order advice, it will break pretty much any navmesh work done in a city or village so you'd need to move it above anything that edits those. Not adjusting things can result in NPCs trying to walk through buildings it doesn't know about, and possibly getting stuck indoors when they shouldn't be there.
I have to thank you for your advice and I am very sorry if I have offended you, for me you are one of the best Nexus modders and you always answer our questions. I'm going to follow your advice and replace Immersive Citizens with AI Overhaul SSE which does not modify navigation meshes and is compatible with Run For Your Lives.
630 comments
In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand.
You will obviously need to make sure your SkyrimCustom.ini file has the following section:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bWarnOnFillAliasFailure=1
bShowEventHandlingOutput=1
Enable the mod's debug log:
In MCM
Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too.
Without MCM
Open the console with the ~ key and type:
Set ARTHWVADebugGlobal to 1
The Log Files
Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session:
1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log"
2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log"
Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these.
One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you.
Posts advising people to deactivate or uninstall the mod to fix problems will be summarily deleted. People should know by now this is not a good idea for Skyrim and I will not allow such advice to remain posted.
If you're asking if I'll ESLify it, the answer is no, because doing so would break everyone's saves if they update.
Skyrim Special Edition 1.5.97 or greater."
Ever since the LE version disappeared from the Nexus, my Skyrim NPCs have been suffering forever.
Please, please. I will do anything if you grant my wish.
I already have 3.0 and it doesn't work. I thought it was because it was a very old version.
I happened to find version 4.03, which was updated in 2020, on this SE page, and I wrote a comment out of surprise.
By any chance the 3.0 version still works on LE, am I missing something?
If you're dead set on getting the LE version you need what's on either Steam Workshop or AFK Mods. Just make sure on AFK that you're actually looking at the LE section.
Because recently I met the orc that wanted a "good death" and he fled as soon as I got his health below half. And that doesn't make sense, for an orc that wishes to die in battle, why would he flee? So I was wondering if this mod affects the behaviour of enemy NPC-s
Run for your lives (version 2.1 or above)
Are you saying Immersive Citizens is unstable? It's strange, it's a top mod, however I trust you, you have many mods that I love.
Plus if you follow Shurah's load order advice, it will break pretty much any navmesh work done in a city or village so you'd need to move it above anything that edits those. Not adjusting things can result in NPCs trying to walk through buildings it doesn't know about, and possibly getting stuck indoors when they shouldn't be there.
I'm going to follow your advice and replace Immersive Citizens with AI Overhaul SSE which does not modify navigation meshes and is compatible with Run For Your Lives.