The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Xeoneex Mar 1, 2017 @ 10:42pm
Spell Clairvoyance broken?
I never really used this spell before, and I decided to play a run without the compass and turned off floating quest markers off in the settings. So I planned to use clairvoyance instead. But the problem is it tends to put me on a path completely opposite of my objective. I have no clue why. I do have quite a few mods, some modifying magic like skills etc... but none that I know of which actually change individual spells themselves. I do not get why it's doing this, I wanted this to be an alternative to using a compass but like I said it tends to put me on a path completely opposite. For example I'm doing the Dawnguard quest and I'm suppose to return to Isran right now. I'm near solitude and for some odd reason the path sets me along underneath Solitude to, hell if I know. I'm currently walking as I'm writing this to see exactly WHERE it's taking me.
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Showing 1-15 of 23 comments
Jirki88 Mar 2, 2017 @ 7:56am 
You don't have multiple quests selected as active, do you?
Clairvoyance guides you for one of your active quests, but the PC prioritises them. Go to your journal, and untick the ones you aren't doing at the minute, and it should be guiding you correctly.

The other thing to remember is the PC has it's own tick list for a quest, and if you skipped one (even though you don't know what is on the ticklist), the clairvoyance spell will be guiding you to that one point you missed. It isn't the smartest system, but it was the easiest way for the Devs to get the spell to work.
Xeoneex Mar 2, 2017 @ 10:55pm 
No, I have a single quest selected and it seems broken. For example I'm currently doing a specific Dawnguard quest and I was near Solitude and I had to get back to Fort Dawnguard. It literally had me running circles on the road BENEATH Solitude, on top of running me directly into the lake area near the East Trading Company headquarters. Like I said seems very busted to me.
mrmike_49 Mar 2, 2017 @ 11:32pm 
sometimes, it just plain doesn't work!! I've seen it over and over again.
gnewna Mar 3, 2017 @ 12:21am 
Most of the time, it works pretty well, if not always the most direct route. Sometimes, it bugs out. AFAIK, it essentially highlights the wossname, the lines NPCs run along, is that navmesh? The further you are from where you need to be (and the more unusual/irregular the terrain, which I'd say the area around Solitude counts for that), the more likely it is to get confused, I'd guess, might be worth fast travelling/getting the carriage to, say, Whiterun, to see if that un-confuses it?
Last edited by gnewna; Mar 3, 2017 @ 12:43am
Belanos Mar 3, 2017 @ 12:36am 
There have been a few times when it seemed to me that it was taking me in the opposite direction, but in the end it ended up being the right way all along. Sometimes it turns out that it becomes impossible to travel in the direction that seems to be the obvious one, because you need to go around some mountain in order to get to where you want to go.
Жора Mar 3, 2017 @ 12:53am 
Clairvoyance uses the same pathfinding algorithm which used by NPCs when they do things. Now you now why NPCs run back and forth like madmen instead of going on an obvious path.
Void#151625 Mar 3, 2017 @ 4:15am 
as long your navmesh is turned on properly then Clairvoyance will work, as long there is a proper quest pointer.......

for that the most people who have navmesh turned off and then that the spell Clairvoyance not works is your own fault!

to active your navmesh open:
%userprofile%\Documents\My Games\Skyrim Special Edition\Skyrim.ini

[Actor]
bUseNavMeshForMovement=1


and the spell works again!
Last edited by Void#151625; Mar 3, 2017 @ 4:30am
pedantic_roc Mar 3, 2017 @ 4:33am 
Aside from Clairvoyance, which I never use anyway, what else is different, CDM? I've tried setting it both to =0 and =1 and, for the life of me, can't see any difference. I know there's a preferred path left of Riverwood bridge so that's where I did some testing and came up with absolutely the same follower pathing.
Void#151625 Mar 3, 2017 @ 4:39am 
diffrence is follower actually do follow properly with navmesh on
npc are less confused when navmesh is turned on
AI is slight more intelligent at pathing with navmesh turned on
Havok behavior is more restricted with navmesh on!
and spell that use navmesh work as well

if you turn off navmesh all these stop working properly and AI can become more stupid and stuff tends to explode more intense!
Last edited by Void#151625; Mar 3, 2017 @ 4:44am
pedantic_roc Mar 3, 2017 @ 4:43am 
@CDM

Thanks for the reply. I set mine to =1 the first time I noticed the dumb default =0. When I started, well before I started, this character I did the testing at Riverwood and because I saw no difference I switched it back to default. I shall turn it back on, and thank you for the info. :-)

NB I can't help thinking that testing on a preferred path kinda skewed my results - lol.
Void#151625 Mar 3, 2017 @ 4:51am 
still when bad npc placement happen and wrong placed quest markers those bug still there but a slight improvment when enemy see you they actually come closer and dont get stuck on every stone and stair (caves,Barrows, ruins and such....)
some stairs are bad due to bad navmesh!
pathing can be fixedf with a navmesh update!(might be fixed partly with soem work on unofficial patch)
stuck npc needs be moved free from ground so feets not buried in the floor and walls....(might be fixed partly with soem work on unofficial patch)
Last edited by Void#151625; Mar 3, 2017 @ 4:57am
pedantic_roc Mar 3, 2017 @ 4:57am 
@CDM

It seems that almost ALL the navmesh in-game is bad. At least with everything I've worked on.
I guess Bethesda used Auto Generate. Either that or they used Recast Based and didn't bother to clean up afterwards.
Void#151625 Mar 3, 2017 @ 4:59am 
yepp thats why i use unofficial patch what makes it at leats more playable...
fixes 90% of navmesh bugs(at my playthrew) few still left but they work at least on it...
makes it more livable and quest work at least..... majorly
few marker for some deadric(mehrunes dagon example) quests hell off place even with unofficial patch 4.0.6
but navmesh works for the game at least except few odd places
http://www.nexusmods.com/skyrimspecialedition/mods/266/?

here list of what mods are now obsolete:
https://afkmods.iguanadons.net/index.php?/topic/4682-mods-made-obsolete-by-unofficial-skyrim-special-edition-patch/
Last edited by Void#151625; Mar 3, 2017 @ 5:18am
mrmike_49 Mar 3, 2017 @ 10:13am 
Originally posted by CDM:
as long your navmesh is turned on properly then Clairvoyance will work, as long there is a proper quest pointer.......

for that the most people who have navmesh turned off and then that the spell Clairvoyance not works is your own fault!

to active your navmesh open:
%userprofile%\Documents\My Games\Skyrim Special Edition\Skyrim.ini

[Actor]
bUseNavMeshForMovement=1


and the spell works again!

WHY should I need to do this to make the spell work???????
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Date Posted: Mar 1, 2017 @ 10:42pm
Posts: 23