
Project Aho Bugs Mod Too Without
Sbelmont85 Id recommend trying Vigilant, Forgotten City, Beyond Skyrim: Bruma, Glenmoril, Project AHO.About Us Welcome to HOSCONS HOSCONS stands for HOSpital CONSultants Yes HOSCONS is truly a 360 Healthcare Services Consultant. Com/skyrimspecialedition/mods/28120Discla. Monday - Friday from 6am -8pm allowing our riders to stay safely inside the buildings or in your vehicle during inclement weather or at night.Hi, so awhile ago I posted something in the bug tracker and I got this response but what is so bad about turning esp files such as Helgen Reborn, Darkend, Magical College of Winterhold though that was already ESM when I downloaded it and JK's Skyrim into ESMs? I know that there is a tool you can use called ESMfyer, or something like that to where you can safely convert ESPs to ESMs and I did it with Helgen Reborn with no problems and I beat the mod too without any issues.Image Title. This mobile app provides a seamless and smooth bus ride to track the shuttle of Aetna parking lot. Download AHO Shuttle and enjoy it on your iPhone, iPad, and iPod touch.
My bad for posting it here lol)It makes little difference what tools or scripts are said to fix the problem. Palaces and Castles Enhanced's mod author also says to place Palaces and Castles near the bottom too despite where LOOT likes to put it at the top.I am very late in my game and I have had no broken quests at all.(moderators, I overlooked the mod discussion board, please move this thread there. The wind gives me a slight break while coastal foraging for a meal fit for a king This would be one of the bes.I also have RDO which the description does say that the mod should be near the top, which LOOT will do however LOOT likes to place Alternate Start Live Another Life near the bottom and the description for RDO says to place RDO below Alternate Start so therefor RDO must be at the bottom according to the mod author of RDO when it comes to having both RDO and Alternate Start. Day two on the Solo Island Camping adventure.

It's not a fire and forget process. There's a reason it was explained that way. You can run into CTDs, broken quests, NPCs spawning where they don't belong, or not spawning at all, etc. It could be that the change in load order is not compatible with expectations put forth by the original author.
Nothing critical in RDO will break. All you will miss from RDO in these cases are one-off instances of minor dialogue that they enable for more than the usual number of NPCs. It then by proxy causes RDO to break a lot of other things in a lot of other mods because their targeted, specific changes to dialogue are wiped out by a global overhaul. There is never any reason whatsoever for RDO to load after LAL because doing that will cause RDO to break things in LAL. Yes, LAL belongs toward the bottom due to considerations with the MQ101 and MQ102 quests. You have no idea how many people report errors to mod authors caused by this but leave out the fact that they've done this, causing them to spent countless hours chasing a bug that doesn't exist when the mod is used as given.In your separate issue, yes, RDO belongs near the top of your load order.
Any mod correctly built using the CK will have already flagged all of the relevant NPCs as persistent if they need it. "They need to be persistent" doesn't mean "every NPC in the whole mod needs to be persistent", yet that's the kind of thing those scripts do. Navmeshes are not a completely well understood system and there are known cases of bad interactions when the order in which things are modified causes problems if it's not correct.That script is not something you should be using on your game because it's making blanket assumptions that are not verified as accurate. They all mess with navmeshes, which is the root problem you're having in your game. Those mods are now not where they belong and there could be any number of unknown side effects as a result. In many cases, mod authors do this just to shut people up who might complain about some minor thing.But I never had issues with those mods regardless if ESP or ESMI don't think you've got enough time on any of these mods to say that with any certainty, and IMO I think the fact that you're reporting bugs in your setup after having done this speaks for itself.
Don't assume that all is well. No, those methods are not to use some random script on Nexus to fix what may not even be broken because chances are the script will end up being what breaks something.The bottom line is, don't just take this sort of thing at face value. Yes, there's methods to use to fix that. There's a huge difference between running QAC to clean up after the CK and using xEdit to build the entire mod - that's where these kinds of mistakes come from to begin with.Yes, the game has a reference handle limit. XEdit is NOT a substitute for using the CK. Use the tools only to clean up the loose ends after you're done with the primary work.
And from what I understand those unique esm records will be removed (replaced with other records?) from the esm once a mod is converted into esp from esm or vice versa. Do you have to and if so why for what reason?Now, I don't possess the knowledge in modding that Arthmoor has, but I know a thing or two and one thing that comes to mind are the records and I think esm uses different record(s) than esp. It's also not something you can ever assess if you didn't write the mods.Why do you want to convert a working mod from esp into esm just because you can do it.
