Hello, thank you for this mod! I wanted to ask though, I use CFTO and the addons for Lanterns and Covered carriages. I installed your patch (used the ESP, as I installed it to existing save), but Vortex said that the original CFTO addons are completely overwritten with yours and suggests to disable them. Should I disable the original CFTO addons or you don't recommend it?
Thank you for this great patch, NEEDED! to get DynDOLOD working.
I did have some trouble with the FMOD installer
I have both JK's and Arthmor's Dawnstar + CRF, and when choosing the option for BOTH, it installs only the CFTO-JK-Patch.esp and doesn't install the needed master replacement CFTO.esp for CRF and also doesn't install the CFTO-Lanterns.esp or CFTO-CoveredCarriages.esp even when you select these options in the FMOD installer
If anyone is using both JK's and Arthmoor's Dawnstar, I had to extract the correct files, I also use CRF, here is the files I needed
Main\Cutting Room Floor\CFTO.esp Both\CFTO-JK-Patch.esp JK Skyrim\Covered Carriages Add-On\ESL-flagged\CFTO-CoveredCarriages.esp JK Skyrim\Lanterns Add-On\ESL-flagged\CFTO-Lanterns.esp
Also needed this loaded before these patches CFTO - Winterhold Carriage https://www.nexusmods.com/skyrimspecialedition/mods/27236
"All horses in CFTO could report you to the guards, if they witnessed a crime. On top of that they reported it to Markarth's guard even if the crime occurred in any other Hold. This has been fixed, horses will no longer snitch you." I'm laughing my rear off at this. For this alone, thank you _/\_
I'm not sure if this mod is still being supported, but I noticed that even it overwrites CFTO, it removes the Mixwater Mill location - Im not sure if this patch modifies those files, but I cannot find the carriage anywhere
1. This mod moves carriage in Windhelm closer to the stables. It causes massive navmesh problems with most part of Vanilla NPC's that going into Windhelm from their farmes in the evening. Also it causes same problems with any mods that edits carriage drivers behavior. 2. Would be cool to move stones near carriage in Winterhold. It looks strange when a boulder the size of a cow lies directly between or next to the wheels. Also causes massive problems with any mods that changes carriage drivers behavior :<
I feel like this patches mod has a weird conflict with Detailed Carriages 2.0. While Vortex doesn't warn me of any conflicts, when I load up in game, the carriage itself seems normal but all the stuff added to Detailed Carriages 2 is now floating off to the side--this didn't happen before I installed these patches; it works fine with the regular CFTO mod. This floating bug happens even when I load Detailed Carriages 2.0 after this patches mod.
EDIT: Nevermind, didn't realize DC 2.0 had an update + patch for this mod. :)
I want to note that there's currently a little thing between this and the AE 1.7 version of AI Overhaul SSE where the Fisherman on the dock in Morthal (Brutius) will swing his fishing rod and hit the ferryman added by this mod who is at the dock right next to the fisherman, causing them to fight. I think they're both at least protected status, so this behavior loops and loops. Perhaps someone could make a patch that moves the ferryman further down the dock so this doesn't happen?
I have not found a way to make this compatible with Northern Roads as Northern Roads moves the Dawnstar carriage up the road from Dawnstar. This results in the carriage at the original dawnstar location but the floating driver and horse being up the road. The Northern Roads CFTO Patch will not work.
If anyone has found a way to address this please let me know :). This does seem to be my only issue as of now so I'm currently living with it.
After several hours of troubleshooting the papyrus log, I have been told this mod has been packaged WITHOUT the script wrote for it. This made for lag in my game and why I started to follow up on it. Below is the error from the papyrus log.
[04/15/2024 - 07:55:18PM] Cannot open store for class "disableondeath", missing file? [04/15/2024 - 07:55:18PM] Error: Script disableondeath cannot be bound to (2E1F0E6B) because the script does not exist or is not currently loaded
190 comments
This mod is now featured on my True Graphics and Immersion List
Thank you in advance
I did have some trouble with the FMOD installer
I have both JK's and Arthmor's Dawnstar + CRF, and when choosing the option for BOTH, it installs only the CFTO-JK-Patch.esp and doesn't install the needed master replacement CFTO.esp for CRF and also doesn't install the CFTO-Lanterns.esp or CFTO-CoveredCarriages.esp even when you select these options in the FMOD installer
If anyone is using both JK's and Arthmoor's Dawnstar, I had to extract the correct files, I also use CRF, here is the files I needed
Main\Cutting Room Floor\CFTO.esp
Both\CFTO-JK-Patch.esp
JK Skyrim\Covered Carriages Add-On\ESL-flagged\CFTO-CoveredCarriages.esp
JK Skyrim\Lanterns Add-On\ESL-flagged\CFTO-Lanterns.esp
Also needed this loaded before these patches
CFTO - Winterhold Carriage
https://www.nexusmods.com/skyrimspecialedition/mods/27236
I'm laughing my rear off at this. For this alone, thank you _/\_
2. Would be cool to move stones near carriage in Winterhold. It looks strange when a boulder the size of a cow lies directly between or next to the wheels. Also causes massive problems with any mods that changes carriage drivers behavior :<
https://www.nexusmods.com/skyrimspecialedition/mods/100836
I feel like this patches mod has a weird conflict with Detailed Carriages 2.0. While Vortex doesn't warn me of any conflicts, when I load up in game, the carriage itself seems normal but all the stuff added to Detailed Carriages 2 is now floating off to the side--this didn't happen before I installed these patches; it works fine with the regular CFTO mod. This floating bug happens even when I load Detailed Carriages 2.0 after this patches mod.EDIT: Nevermind, didn't realize DC 2.0 had an update + patch for this mod. :)
I have not found a way to make this compatible with Northern Roads as Northern Roads moves the Dawnstar carriage up the road from Dawnstar. This results in the carriage at the original dawnstar location but the floating driver and horse being up the road. The Northern Roads CFTO Patch will not work.
If anyone has found a way to address this please let me know :). This does seem to be my only issue as of now so I'm currently living with it.
[04/15/2024 - 07:55:18PM] Cannot open store for class "disableondeath", missing file?
[04/15/2024 - 07:55:18PM] Error: Script disableondeath cannot be bound to (2E1F0E6B) because the script does not exist or is not currently loaded