Haven't done the unexpected voyage or any thieves guild quests yet and installed mid-game - so far it seems to be working just fine. If you want the overhaul of the waterfront housing zone, just don't do the bloated float quest. It's a fun-quest, I'll admit - but so far it seems to be working like this. Not sure if I'll be using the overhaul in the long run, but thank you so much for uploading a (temporary) fix! It at least makes it playable with some limitations, would be a shame not being able to use such a well-done overhaul. As for anyone experiencing unwanted furniture or a floating candle within the house like myself - I just "disable"d those via console. Edit: Maybe there will occur problems with an existing save - what exactly was the problem, npcs being stuck in the void as far as I understood the comments on the original mod? At least for me, all the npcs seem to be where they should be. And no floating doors either.
Doesn't completely work unfortunately. After the Unexpected Voyage quest the main door to leave the Bloated Float becomes a regular wooden door so every NPC gets trapped inside just the same
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If you want the overhaul of the waterfront housing zone, just don't do the bloated float quest. It's a fun-quest, I'll admit - but so far it seems to be working like this. Not sure if I'll be using the overhaul in the long run, but thank you so much for uploading a (temporary) fix! It at least makes it playable with some limitations, would be a shame not being able to use such a well-done overhaul.
As for anyone experiencing unwanted furniture or a floating candle within the house like myself - I just "disable"d those via console.
Edit: Maybe there will occur problems with an existing save - what exactly was the problem, npcs being stuck in the void as far as I understood the comments on the original mod? At least for me, all the npcs seem to be where they should be. And no floating doors either.
Door is closed before Unexpected voyage quest and after that the main door becomes non-useable in interiors.