This mod was updated in 2020 to make it compatible with Skyrim Special Edition. The changes made by Anniversary Edition are minimal, and none should result in any major conflicts. It therefore should continue to work as expected in AE.
With the addition of new player homes in AE, requests for these to be added as stops are reasonable. I am no longer actively updating this mod, and as far as I can tell nobody else has added this functionality in a patch, but if they were to do so I can upload it or provide a link to it here. This goes for any fixes/updates/changes - as long as they do not involve reuploading a modified version of the mod, you do not need my permission to upload a patch that uses CFTO as a dependency.
Most of the bugs being reported here look like mod conflicts to me. CFTO disables and hides all of the vanilla carriages, drivers, horses and ferries. I did this in a way that maximises compatibility, however any mod that modifies those records could result in conflicts.
When I last used CFTO on my own playthrough I did not encounter any issues, and I continue to recommend it as stable. I'm glad that people are still using and enjoying my mods, and very thankful to everyone who has pitched in with patches and other contributions over the years.
I have a problem of the "roof" of the wagon not being on the actual wagon its floating in the air next to it. Anyone had same problem and how to fix? Would really not have to start a new game for this minor visual
When am in Winterhold vanilla carriage from Windhelm is out side of the city/town and when am in Windhelm there are two of them outside. Vanilla and the mod one. I have this mod, winterhold and fixes one and ineed patch. But then again a have two Heimskr`s in Whiterun. Maybe my mod list is the problem. I du know. he he
Vortex shows me this error hfe-cfto-patch.esp depends on heartfireextended.esp . I have the DLC of course, and the patch is loaded after both the dlc and main mod. Is it gonna be game breaking ?
The hearthfire extended patch. Is a patch designed for a mod called Hearthfire extended that makes changes to function for the hearthfire dlc. This mod contains the heartfireextended.esp. Without the mod you shouldn't need the hfe-cfto-patch.
you shouldn't anyway, this is bad modding practice except when you know the mod as much as the author AND you think it'"s perfectly safe to remove for some reasons, but almost every time, assume it's nt, and mod before making a new save
Really good mod. Only have some minor clipping issues with a couple of "The Great City of..." mods.
1. The Great City of Falkreath There is a bit of clipping with a small construction (looks like a small stable?) 2. The Great City of Dawnstar Couldn't find it with mod, so I used the "Dawnstar by Arthmoor" patch. The carriage could be a little closer to the gate, there is a bit of clipping with the snow, and is missing its covering and lantern.
So I'm using the Covered Carriages Add-On from the optional file, and the canopy of the carriage is floating beside the carriage, instead of on top of it, in Windhelm. Not sure if the carriage was moved into the wrong place by one of the mods in my modlist, or if this was just a mistake.
I used the mod "Where am I" to stand somewhere in the center of the carriage to find out the proper X and Y position to put the canopy on top of the carriage, and edited CFTO-CoveredCarriages.esp with Zedit, under Windhelm Bridge ....
X = 136597.390625 Y = 24842.091797
It's not perfect, but it's better than floating beside the carriage.
btw, imo, this is one of the most well though out, practical mods in Skyrim for no fast travel playthroughs.
Make sure you overwrite the original CFTO with the 'Fixes & Winterhold' version, then remove the original mods for both lanterns and covered carriages - it's all included in fixes & winterhold. This solved the issue for me.
930 comments
This mod was updated in 2020 to make it compatible with Skyrim Special Edition. The changes made by Anniversary Edition are minimal, and none should result in any major conflicts. It therefore should continue to work as expected in AE.
With the addition of new player homes in AE, requests for these to be added as stops are reasonable. I am no longer actively updating this mod, and as far as I can tell nobody else has added this functionality in a patch, but if they were to do so I can upload it or provide a link to it here. This goes for any fixes/updates/changes - as long as they do not involve reuploading a modified version of the mod, you do not need my permission to upload a patch that uses CFTO as a dependency.
Most of the bugs being reported here look like mod conflicts to me. CFTO disables and hides all of the vanilla carriages, drivers, horses and ferries. I did this in a way that maximises compatibility, however any mod that modifies those records could result in conflicts.
When I last used CFTO on my own playthrough I did not encounter any issues, and I continue to recommend it as stable. I'm glad that people are still using and enjoying my mods, and very thankful to everyone who has pitched in with patches and other contributions over the years.
1. The Great City of Falkreath
There is a bit of clipping with a small construction (looks like a small stable?)
2. The Great City of Dawnstar
Couldn't find it with mod, so I used the "Dawnstar by Arthmoor" patch. The carriage could be a little closer to the gate, there is a bit of clipping with the snow, and is missing its covering and lantern.
I used the mod "Where am I" to stand somewhere in the center of the carriage to find out the proper X and Y position to put the canopy on top of the carriage, and edited CFTO-CoveredCarriages.esp with Zedit, under Windhelm Bridge ....
X = 136597.390625
Y = 24842.091797
It's not perfect, but it's better than floating beside the carriage.
btw, imo, this is one of the most well though out, practical mods in Skyrim for no fast travel playthroughs.