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sleeperCale

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146 comments

  1. sleeperCale
    sleeperCale
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    Sticky
    When I look back on this mod, I'm not satisfied. Even as the creator of this mod, I still think these NPCs are too lifeless. The original 1.1v had more sandbox markers, allowing the NPCs to do more actions around the carriage. In the 2.0v, I removed some of these markers in favor of compatibility. This created fewer patches overall. Now the NPCs stick very close to the carriage when sandboxing and just sort of rotate positions. I'm not a fan of my own implementation. I only want to release the very best, but I'm not sure what that best is in this situation. I'm open to ideas and opinions if anyone has some.

    I would like to expand their sandbox areas, such as the Riften carriage driver, who would be closer to the dock for some hours, maybe fishing. The player would then have to seek out the carriage driver during prime hours of the day to use their service. It creates tedious work for the player. That is what makes me unsure of it.
    1. GhoulSmasher
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      I think expanding markers again is a nice idea. Compatibility may be a bit harder, but folks will more often than not release patches to help. For ideas like the riften driver fishing one, maybe its something they do later in the day, closer to being a late afternoon/evening activity for them. Giving them something to do like a hobby before bed sounds neat. Or maybe even have it as a weeked/sunday activity. 
  2. shvetsov0711
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    Hello. I would like to ask the author to make a patch for Better Fast Travel, if possible.
  3. preyka
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    Hey, can you add a patch for Goldenhills Plantation - CFTO version?
  4. Winterhome
    Winterhome
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    There is no dialogue to hire the carriage at all, so I took a look in XEdit, suspecting that there was a conflict between it and Immersive Citizens. I was correct, and the two have an issue when it comes to the dialogue for getting one. I'm not sure how to make a patch, though, and anytime I try the problem is still there.
    1. punkrockjustin
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      Workaround that almost fixes it.  Almost because it will give you the dialog option at all times (Coachmen intends for it to only be available when the driver is actively on the job).

      In SSEEdit, find the dialog topics in Coachmen.  For each of the two dialog topics, remove the condition with the function "GetIsCurrentPackage".

      Alternatively, place Coachmen above CFTO in your load order.
    2. Winterhome
      Winterhome
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      Thanks!
  5. errormancer
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    Any chance for a patch for the carriage driver added by Creation Club Farming - Tweaks Enhancements and Quest Expansion? No worries if not, love the mod regardless :)
    1. GoldenBloodyTears
      GoldenBloodyTears
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      +1
    2. deleted120514763
      deleted120514763
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    3. JaiGanesha
      JaiGanesha
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      =)
    4. a1racer
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      came here looking for any ideas how to fix this as well it makes it so the carriage driver in this mod cc tweaks and enhancements doesn't talk at all.
      https://www.nexusmods.com/skyrimspecialedition/mods/69029?tab=posts&jump_to_comment=146153568&BH=0

      any chance for a patch or at least some help with figuring it out would be great.
  6. JaiGanesha
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    Thank you for this mod!
  7. JMCB
    JMCB
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    Is the Carriage drivers supposed to sleep in the Inn with this mod? I followed Bjorlam to the Bannered Mare but he didnt sleep there he's just circling inside the inn but he didn't sleep at all. I'm using AI Overhaul SSE are they compatible? I recently switched to AI Overhaul and if I remember correctly, I tried to use Immersive Citizens - AI Overhaul SE with The Coachmen and the carriage driver got a tent(imperial tent) near the farm. But they are not compatible since ICAIO got its own carriage driver ai and tent. The tents/objects from both mods are clipping..
    Edit: My bad. This is the mod that adds the carriage driver tent: Carriage Drivers Are Alive SE.
    Edit2: Too sad The Coachmen is not compatible with Carriage Drivers Are Alive SE. I like The Coachmen because it makes the carriage drivers go inside the Inns but I also like Carriage Drivers Are Alive because it makes the carriage drivers go to sleep.
  8. bientje
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    The Solitude and Windhelm Guard should be Civil War aware, or the easier solution, made to be more neutral mercenaries. I suggest to treat them like the other 3 carriage guards, with three simple factions and your clever use of Relationships. 

    Also, I think I removed your mod in the past because it felt a bit weird to me the guards are just standing there the entire day. Some light sandboxing during the day would improve the ambiance, me feels.

    All in all, good and clever mod! Still on the fence about this or Carriage Drivers are alive... which one should I pick???

    EDIT: upon further inspection the guards and driver both seem to be moving about, though they're kinda fighting for use of the idle markers since there's not a lot.
  9. Enodoc
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    Hey there! Loving the mod. I think the Touring Carriages patch needs an edit to remove the GetSitting condition from some of its added dialogue, as some of the TC carriage drivers are just sandboxing around their carriages with no dialogue options to start their journeys. Thanks!
    1. Enodoc
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      Update: That only solved the issue around the main cities. Carriage drivers who are sandboxing around their carriages in the outlying villages may offer the travel dialogue but won't start their travel scripts, so there's a bigger incompatibility here that I can't identify.
    2. sleeperCale
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      It's possible that I underestimated Touring Carriages back when I made the patch. The most likely issue is the added condition for the dialog (package check), and if you were to remove that, they'll work again. If I remember correctly, the only functionality that would be removed by doing that is they're available around the clock, and I intended them not to be. I can't be too sure though, and I'm not currently modding at the moment.
    3. Enodoc
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      So what I actually did to fix this was condition the new sC_CarriageSandboxPackage itself to only apply to the 8 vanilla CarriageDriver NPCs. That way the NPC "copies" that appear in the villages en-route won't run the package, and will therefore stay on their carriages. (This makes sense I think, as in the villages they're mid-way through their routes and shouldn't be sandboxing anyway.)
    4. bientje
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      ignore. see my other comment.
  10. deleted120514763
    deleted120514763
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  11. corpseletter
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    Loving this. Are you planning on patches for mods like JK's Outskirts? Here's a little problem with the Solitude one: