I think the only possible conflict is the Helgen prison key which only opens doors that you can lockpick anyway. I'd just put Helgen Reborn higher in your load order and you'll probably be fine. I know there are some more cut things in Helgen like the inn but I didn't touch them as it seemed too risky to try and do anything major with what was only supposed to be a pretty light mod that might break the whole start of the game. I think if I ever do actually do anything with Helgen it will probably be a situation where it's a standalone thing.
I've never actually played Helgen Reborn so I don't know how conflicting it may be. Bear's Cave Mill is where it's supposed to be though, the Creation Kit says it's right at that spot so it's not something I want to move around much. People are completely open to making patches though if it's anything too bad.
Greetings. I've noticed the Farrfalk Mansion NPCs have some trouble descending from and ascending to their home, occasionally pausing. When descending they might get stuck on the wooden bridge's support beam. They also, mostly, don't follow the proper path, descending or ascending.
I have no mods that would cause/add an obstruction or, with the exception of a mod for the Thalmor/Imperial prisoner, affect NPCs.
Hello, yes unfortunately they do have some trouble sometimes. The reason for this is because I don't want to edit the vanilla navmesh as it can bring on all kinds of even worse issues. I managed to get all the other similar buildings in ReCut to seemingly work okay despite this by using navcuts or even adding more clutter like crates but Farrfalk just didn't seem to work as well as I would like it to. As far as I'm aware the only way to get them to work 100% of the time would be by redoing the navmesh but it potentially breaks a lot of things both in vanilla and other mods.
Hello, I abandoned cutting room floor and started to use your wonderful re-cut series, yours are so much better. One strange bug I encountered with Elydi the bear though: she used to chop wood and use the grindstone but all of the sudden she just locked herself up in her house and refuse to come out 24/7. I looked her up at SSEedit and it showed chopping, sleeping, and default sandbox packages but the log sawing and loading packages are not used. Could this be the problem? Also, I cleaned all of your mods using the SSEeditQucikAutoClean prior to the gameplay, perhaps the dirty edits were left there intentionally?
Hello, I'm not sure but it may actually be the QuickAutoClean that broke it, I don't know if you have the Re-Cut Anniversary but in testing for that I used that tool on it and it actually ended up breaking part of the Bittercup DLC. To fix it I basically had to completely reinstall Skyrim. It could well be that something got broken in that process for you, that was the just the part I was testing at the time to know it had broken.
It looks like it probably would - the couple of new buildings in Falkreath would probably stick out a bit in comparison to the new style added by that mod but in terms of placement it looks like they would fit together.
Hi friend, thanks for the collection of mods, I use some of them without issues, but in this one I'm having the black face bug with the two npcs in the mansion, it started after I updated to the latest version you released, before everything was fine....am I missing something?
Hello and thanks for your feedback. I have good news and bad news to say after your report - the bad news is the black face bug does seem to be happening. The good news is that it doesn't seem to have impacted the all in one and that it should be a pretty straight forward fix. I actually have no idea why it seems to have happened, I would assume I just forgot to put the right files in but the correctly named ones appear to be there and the all in one which should use the same appears to be fine. Very strange but something must have gone wrong somehow - I will try to release a fix shortly.
I have released a new version with some improvements and bug fixes which should hopefully include the face bug. Feel free to get back to me if it still doesn't seem to be behaving but otherwise thanks for informing me of it.
Thanks friend, I'll take a look and let you know as soon as I get home, now another question if you can, a while ago I saw a video of cut content from the game, the video was from a few years ago and I saw a lot of things that were originally cut that some were brought back with AE, however one of them caught my attention which was the spears, there was even a moveset for it, can you tell me if there are any files about them in the game or any pole weapons?? intends to bring at some point
From what I know, there are no pole weapons or spears aside from the reakling spears which aren't really used as spears of course. There is an iron staff in the files that may have been something but it's basically just the model left - there is no moveset or anything. If there was anything more advanced it didn't make it into the files for release as far as I'm aware. Maybe the video you saw was showing a mod in a "what could have been" kind of situation? I believe there are some weapon mods that are like that so that would be my guess.
i undestand ,thanks for answer...I went looking for the video and it was really about things that were planned, but were not added in final version..it's a shame because there were a lot interesting things... in this video here is a sample of what I said is at 1:33 https://www.youtube.com/watch?v=L9A6QHLIWg0&t=97s&ab_channel=Extragorey
However, as you found no file about pole weapons in the game other than this iron staff unfinished, maybe it was spear itself that was planned,but never made it into the game? well we will never know.. anyway thanks for your attention, have a good weekend
Is there a chance Farrfalk Mansion could be a stand alone download? I already use a few mods that will conflict since they restore some of these other cuts but not the mansion itself.
Thanks for your kind words. I can try to take a look at something more standalone for Farrfalk at some point but I don't want to guarantee anything as it will require pulling a lot out and hoping nothing breaks.
the easiest way to do it that I'm aware of would be loading up the Creation Kit with the file and then just finding the map marker outside of the Longhouse and disabling it. You can normally disable stuff in the game itself with console commands but since it's technically invisible I'm not sure it's that easy for a map marker, sadly.
The houses look like they might actually fit with Great City but the decking looks like it likely won't. Cities of the North is probably very conflicting, sadly.
Thank you for your work. A nice mod and after a quick look I don't see any serious conflict with Jk's skyrim, except for some floating candles on the wall near the graveyard (maybe it's something else). So I definetely leave it. And double marker for Bear cave mill with skyrim cut content restotation on. But a bandit camp just near the walls of Bear cave mill looks a bit illogical, as for me.
Thank you for your feedback. That's good to hear about the compatiblity - I don't think I put any candles down there, the only bit I added was the stairway up to the new house so maybe it is something else? I'm not sure of your load order of course so can't say anything for sure. With the bandit camp it seems that Bethesda put that there after removing the mill. I actually disabled the bandits as they would constantly harass the mill and just hoped it would look like that's where the guard might sleep as it's similar in Riverwood - unless you mean the bandits who can spawn nearby along Pinewatch or the possibly random ones on the road out? If you do mean the actual small one right next to the mill you could probably even disable it yourself in game, if it really bother you, as I don't think anything should even be using it now.
I double checked: floating candles were there before your mod. As for the bandids. they appear only if your file is active and Cut Content restoration is disabled, but not deleted. And if you activate both cut content and your file, then no doors for the house. So better not to use together.
Oh, I see. Thank you for the confimation on the candles. As for the bandits, it may be a conflict with another mod but I will have a look to make sure I didn't miss any flags when disabling them.
40 comments
I have no mods that would cause/add an obstruction or, with the exception of a mod for the Thalmor/Imperial prisoner, affect NPCs.
RedBag's Falkreath at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Btw great work here dude.
And double marker for Bear cave mill with skyrim cut content restotation on. But a bandit camp just near the walls of Bear cave mill looks a bit illogical, as for me.
As for the bandids. they appear only if your file is active and Cut Content restoration is disabled, but not deleted.
And if you activate both cut content and your file, then no doors for the house. So better not to use together.