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Cale

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sleeperCale

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139 comments

  1. errormancer
    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. RouNeo
      RouNeo
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      Yeah, that would be awesome!
    3. JaiGanesha
      JaiGanesha
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      =)
    4. a1racer
      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.
  2. JaiGanesha
    JaiGanesha
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    Thank you for this mod!
  3. 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.
  4. bientje
    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.
  5. Enodoc
    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
      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
      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
      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
      bientje
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      ignore. see my other comment.
  6. RouNeo
    RouNeo
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    Thank you for the mod! Maybe you should forward the changes from USSEP for the driver's seat in solitude? The seat is floating in vanilla and your mod.
  7. corpseletter
    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:
  8. magnisknight
    magnisknight
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    is this safe to load midgame
  9. CloudAndProud13
    CloudAndProud13
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    Thanks for making this mod ^-^
    I stopped modding for a while but before I did I had been hoping for forever that you'd make a mod like this to compliment the boatmen mod
    SleeperCale is a sleeper hit
  10. JEIKARAH
    JEIKARAH
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    Dude, I can't get a way to get it to work with touring carriages. What is the correct loading order? in Windhelm the driver's seat is with the driver on one side and the rest of the carriage on one side