Immersive City Gate - JK Compatible - Clean

by JPSteel2·v1.0·Updated 2020-03-06

Repair the unfinished navigation network in the immersive city gate and clean it up to remove ITM. Should help with conflicts with other mods

Screenshots 1 screenshots

About this mod Machine translation

Repair the unfinished navigation network in the immersive city gate and clean it up to remove ITM. Should help with conflicts with other mods

1944/5000 While checking out some potential conflict resolution patches for my loadout order, I noticed that Immersive City Gate was not placing the prison symbol on the navmesh in some units, which caused the navmesh to be included and conflict with other mods that modified that navmesh. While patches may fix the problem, they are not necessary for modified versions of the mod.

I spoke with JPSteel2 and he allowed me to upload this file until he had a chance to view it himself. I'm not sure if the same issue exists in non-JK and open city versions. Note that this is .esp only and does not include scripts/etc - it still requires the original mod, just overwriting the .esp.

Checklist of steps to take:

Re-add XNDP for each jail marker in the cell, then remove the navmesh reference changes associated with them since using XNDP

Currently the navmesh is reverted to vanilla for WhiterunDragonsreachBasement, WindhelmBloodworks, SolitudeJail, CidhnaMine01 and RiftenJail01, with the navmesh finalized in all cells

Quick automatic cleanup using xEdit, removed: [NAVM:0005DB72], [NAVM:000F7E95], [CELL:00042246], [NAVM:00106E86], [CELL:0000BD12], [NAVM:000E0BB6] (as well as some temporary files in the children category)

0BCF2 and 42249 both have location references added by JK that I forwarded.

I noticed a few other things (JK changed some navigation and it's the same in ICG, but there's no automatic clearing) and I left it alone because I'm not 100% on the behavior. I've tested all five jails and was duly kicked out of it (I don't think there's anything wrong with the behavior of the original version, it's just a potential compatibility issue). Mods that I definitely noticed had navmesh conflicts that no longer have issues (I thought - before, they wouldn't have been an issue based on load order): Cidhna Mine Expanded, Vigilant, Skyrim Underground, and Skyrim Sewers.

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While going through some potential conflict resolution patches for my load order, I noticed that Immersive City Gates didn't have the prison marker attached to the navmesh in some cells, which resulted in the navmesh being included, and causing conflicts with other mods which modified that navmesh. While a patch would take care of the problem, they wouldn't be necessary with a tweaked version of the mod.

I spoke with JPSteel2, he gave me the greenlight to upload this until he has a chance to look at it himself. I'm not sure if the same problem is present in the non-JK and Open Cities versions. Please note this is JUST the.esp, and does not contain the scripts/etc - it still requires the original mod, just overwrite the.esp.

List of steps taken:

Re-added the XNDP for every prison marker in a cell, then deleted the navmesh reference changes associated with them, because with the XNDP

present, the navmesh is back to vanilla for WhiterunDragonsreachBasement, WindhelmBloodworks, SolitudeJail, CidhnaMine01, and RiftenJail01 and finalized navmesh in all cells

Quick auto-cleaned using xEdit, which removed: [NAVM:0005DB72], [NAVM:000F7E95], [CELL:00042246], [NAVM:00106E86], [CELL:0000BD12], [NAVM:000E0BB6] (along with some temporary children categories)

0BCF2 and 42249 both had a location reference added by JK which I forwarded.

There's a few other things I noticed (some navmeshes which JK changed and are identical in ICG, but weren't auto-cleaned) that I left alone because I wasn't 100% on the behavior. I've tested all five jails, and was properly kicked back outside (I don't think behaviorally the original version had any issues, it was just a potential compatibility thing). Mods that I explicitly noticed had a navmesh conflict which should no longer have an issue (I think - they previously wouldn't have been an issue depending on load order): Cidhna Mine Expanded, Vigilant, Skyrim Underground, and Sky …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
沉浸式城市大门-JK兼容-清洁
File size
102.3 KiB