189 comments
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LockedStickyGreat work ViktoriaLanders !
This mod is now featured on my True Graphics and Immersion List -
StickyHello, 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 in advance -
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 :<
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Idk if anyone else had trouble finding the ferry only version like I did ( maybe I am just dumb lol ) but here's the link hope it helps
https://www.nexusmods.com/skyrimspecialedition/mods/100836 -
Do I still need Immersive citizens patch?
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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?
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Note for Northern Roads Users:
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 -
Note to LUX - Via users: DO NOT install the CFTO Patch in the Lux - Via FOMOD. All the Lux - Via patch does is move the cart in Dawnstar to be compatible with a city mod. If you aren't playing with any mods that alter Dawnstar in a way that makes the cart inaccessible, you do not need that patch. It will just break things by moving the cart but the additional items from this mod will remain floating in place.
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I was having this exact issue. Disabled Lux Via patch, started a new game, and everything (carriage, canopy, lanterns, etc.) were all back in original position by the entrance to Dawnstar. Kinda sucks though because even with the JK's patch, that back of the carriage is practically clipping through a small rock wall jutting out from the big entrance wall. It's still functional but just kind of an eye sore. It would be nice to have an additional compatibility patch to move all the canopy and lantern addons to the position from the Lux Via patch so its further away from the wall. Trying to fix this has made my head spin lol.
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You are a goddamn sexy motherf*#@
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Like to request a carriage stop for Skyhaven temple (after completing that part of the main quest) and daryspring Cavern Once you started the dawnguard quest.
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The Dawnstar by Arthmoor patch seems outdated, the carriage cover doesn't match the carriage position. That along with the issues with ccfishing makes this mod not usable for me in it's current state.
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You getting the floating backpacks across the road from the actual carriage, as well?
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Dont use arthmoors Dawnstar is subpar mod really.
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I'm getting the floating backpacks just outside Dawnstar, when there's supposed to be carriage, but the carriage is moved by my Lux - Via Patch for CFTO.. I tried uninstalling this mod and the game crashes instantly when loading a save..
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Just confirming this does need a compatibility patch for the amazing Lux Via. So far all I see "breaking" is the cosmetic issue of floating items due to Via moving carriages around a bit but not moving this mod's additions. I've been disabling the offending things in game so far without issue, but YMMV.
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Confirming as of writing that this is still an issue.
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Still an issue
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If you are not using any city mods that alter Dawnstar, delete the Lux - Via CFTO Patch from Lux Via's FOMOD. All it does is move the cart.
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