The initially section lists all the plugins which are well-known to be incompatibles with Immersive Citizens while the second section lists all the plugins which are known to be compatibles.

You are watching: Towns and villages enhanced - villages

All these plugins have been checked and also tested by myself and are shown in alphabetical order.

Keep in mind likewise that its not possible to design useful compatibility patches via SEEedit for the plugins noted here (please check out the FAQ for even more details).

You must not stack plugins which modify the layout of the very same cities or villeras or you could disrupt the navigating of NComputers and hence the AI supplied by NComputers.

Skyrim Se Towns And Villages Enhanced Mods Altering Only

The mods changing only Old Hroldan Inn and Night Gate Inn are not concerned and also therefore will certainly be compatibles whatever before the variation of Immersive Citizens.

Any mods which remove or relocate furnitures, chairs, beds, tables, wall surfaces, bridges, archery targets or dwellings in the areas highlighted in orange wont be compatibles.

Any mods which adds only static objects or furnitures in the areas highlighted in ovariety may be incompatibles.

It counts how the mod has actually been designed and wright here the static objects and also furnitures have actually be inserted.

If by using SSEedit, you view that an additional plugin modifies the exact same navmeshes, its incredibly likely that this plugin is not totally compatible.

For reminder, Immersive Citizens transforms navigations meshes for 3 reasons.

Skyrim Se Towns And Villages Enhanced Patch Have Been

Without a doubt, all the navmeshes fixes done by the Unofficial Skyrim Special Edition Patch have actually been incorporated in my plugin and also have actually been improved, however, because of the way SSEmodify shows the information stored in the navmesh entries, its impossible to number that by using SSEmodify.


Worrying the mods changing Breezehome, Honeyside, Vlindrel, Hall Hjerim or Proudspire Manor, these mods usually change navigating meshes used external these homes for no legitimate factors.

These unvital adjustments on navigating meshes have been produced immediately by The Creation Kit (its a bug).

For currently, these adjustments are not recognised as ITM (More information around ITM here) by SSEmodify while they should be recognised as such.

Thus, these mods are commonly only compatibles if you allow Immersive Citizens to override the uncrucial modifications (if they are presents) done on vanilla navmeshes by these plugins.

See more: Is Flexibility Is A Key Characteristic For All Leadership Styles.

For your indevelopment, Immersive Citizens doesnt not alter the navmehes used inside Breezehome, Honeyside, Vlindrel, Hall Hjerim and also Proudspire Manor.