Runtime navmesh failsafe for Skyrim SE/AE humanoid NPCs, with optional SkyParkour vault/climb and follower parkour replay. Stuck NPCs can step around geometry, open simple doors, vault or climb when SkyParkour is installed, and only then fall back to a short validated sidestep teleport.
- Detects NPCs that are trying to walk but not moving (idle, sandboxing, sitting, swimming, mounted, etc. are ignored).
- Tries animated SkyParkour vault/climb when that integration is installed and enabled.
- Lets followers replay your recent SkyParkour moves (teammate flag - works with NFF, vanilla followers, and similar frameworks).
- Handles doorways without shoving NPCs sideways out of the only route.
- Uses a validated last-resort teleport only after repeated stuck cycles against real static geometry - not against the player body, other actors, or dialogue holds.
- Ships with an MCM (MCM Helper) and an INI fallback.
- EVG Animated Traversal is not required and is not a working NPC feature.
- Plugin master list is only
Skyrim.esm. EVG (and SkyParkour) are runtime lookups. - NPC marker activation is rejected by the engine: furniture entry for NPCs is package-driven. Confirmed from SKSE and Papyrus work during 2.4.3-2.4.4.
- Default:
bEnableEVGTraversal=0. The FOMOD EVG option is labelled experimental and only for testing a future approach. - Your own player-side EVG use is unaffected.
- Plugin master list is only
- Not a full AI overhaul. It unstucks and optionally parkours; it does not rewrite pathfinding or combat AI.
- Default climb height is 130 units (steps, vaults, low/chest ledges) - not full mountain climbing. Raise toward 250 in MCM/INI if you want higher climbs.
- Indoor parkour is off by default. Teleport fallback can still clear stuck NPCs indoors.
- Package 2.4.6 ships the 2.4.4 native DLL unchanged (byte-identical). The DLL's embedded SKSE version string is still
2.4.4; 2.4.6 is a package/ESP/installer release (double-MCM fix). A future DLL rebuild will bump the embedded version.
Follower parkour (optional, needs SkyParkour)
When you vault or climb with SkyParkour, the mod can record the spot. A follower who reaches that area while you are above them may perform the same move instead of pathing around or warping. Detected via the teammate flag.
Combat pursuit (default on)
NPCs in combat are processed by default so guards/foes can climb after you on short ledges. One MCM toggle turns that off if your load order misbehaves.
Climbing stays grounded by default
Max climb 130 units by default. Indoors parkour off by default.
Teleport is last resort
Only after parkour/other escapes fail against static geometry, with corridor and destination checks. Can be disabled entirely.
Stuck detection is motion-gated
Requires walk intent + no progress. Idle NPCs are not "fixed."
MCM via MCM Helper (optional)
Pages: General, Parkour, Followers & Combat. Globals apply mid-game. Without MCM Helper, edit Data/SKSE/Plugins/NPCPathingNG.ini (re-read when you close the journal).
FOMOD installer
Auto-detects SkyParkour / EVG presence and pre-selects a matching INI profile. EVG experimental option is greyed out if EVG is missing.
Hard
- Skyrim SE (1.5.97) or AE (1.6.x)
- SKSE64
- Address Library for SKSE Plugins
Optional
- SkyParkour V3 + its Nemesis/Pandora (or equivalent) behavior patch - for vault/climb and follower replay
- SkyUI + MCM Helper - for the in-game menu (INI works without them)
Not required
- EVG Animated Traversal (and NPC EVG marker use does not currently work)
NPCPathingNG.esp is ESL-flagged (no full load-order slot).
- MCM: NPC Pathing NG
- INI:
Data/SKSE/Plugins/NPCPathingNG.ini - Defaults: followers included, combat included, indoor parkour off, climb height 130, EVG off
- Fixes double MCM introduced by yanked 2.4.5 (
NPNG_MCMBridge). - Restores 2.4.4 ESP (
MCM_ConfigBaseonly). Does not ship the bridge scripts. - DLL unchanged from 2.4.4 (no native rebuild).
If you already loaded 2.4.5: install 2.4.6, remove leftover Data/Scripts/NPNG_MCMBridge.pex if present. An empty orphan menu may remain on that save until cleaned or a new game is started.
Do not use. Dual MCM registration on saves that already had the stock menu.
- EVG off by default; documented as non-working for NPCs and not required.
- FOMOD with dependency auto-detection.
- Doorway sidestep fix; EVG failures fail loudly; posture/tilt fix after vaults; follower replay tuning; parkour disable cleanup; packaging/CI hardening. See
CHANGELOG.md.
Documents/My Games/Skyrim Special Edition/SKSE/NPCPathingNG.log
Enable Debug Logging in the MCM to see detailed events.
- Source: https://github.com/ShugokiFable/Modern-NPC-Pathing
- License: GPLv3 (see
LICENSE) - Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/185413
If you use StepUpOnto SKSE with SkyParkour / this mod, install the companion patch so StepUp does not fire mid-parkour:
- Source: patches/StepUpOntoSKSE-V2
- Binary release: StepUpOntoSKSE-NPCPathing-V2