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.
why does the link to the skyrim gems website in the description always bring me to random site every time i click it? it brings me to a different site every time i click it.
That's a completely different mod. Touring Carriages SE works great but only on games closer to vanilla or you will have some comical journeys. I tried with LUX Via once and even though I always arrived at my destination it was hilarious how I got there. Northern Roads is a definite no-go with the way it lowers and raises terrain all over the place.
First I'd like to say this is a much needed and very well done mod ! Always in my LO these days.
Though while setting up my last load order I am facing an issue where carriage drivers added by your mod all have the darkface bug. I am using High Poly NPC Overhaul and thus High Poly Heads.
I have tried patching it through Easy NPC, with and without this mod, but nothing seems to work. More Informative Console is telling me only your mod is doing any editing to these NPCs. I'm really at a loss because it had never happened to me before. If you have any lead it would be very helpful.
Cheers !
EDIT: While testing around I realised it's not just your mod but all new NPCs added by mods (Great Cities, Alternate Starts,...). I found a reddit thread saying it could be due to mods that replace vanilla hairstyles. I'm gonna try to fix that.
EDIT2: It was indeed Vanilla Hair Replacer. Now I need to patch that because it's a cool mod.
I see a few requests over the years for a Ferries Only version, for compatibility with Touring Carriages etc. Is this in the works, and/or can I make a patch myself? Thanks!
I am taking the above quote from the 5 September sticky post as tacit permission that the "Ferries Only version" I mentioned in my January post is fair game as a patch as long as CFTO is a dependency. Therefore I have created said patch. Any problems, let me know!
Can I use it with "Move the Windhelm ferry Boat" (https://www.nexusmods.com/skyrimspecialedition/mods/49620) that shifts the travel boat in Windhelm over to the other side of the dock ?
Are the carriage drivers supposed to walk off his carriage and do their own things? Sometimes I'd find the carriage empty and the driver just off somewhere wandering about. I get and appreciate the immersion and realism, but also it's kinda inconvenient when I want to take the carriage and the driver just missing.
Agreed it is annoying, but I kinda like it that they are not just "statues", sitting in the carriage at all times as it kinda makes them more human-like. Luckily, at least in my case, they don't travel too far and usually just go to another interaction spot (e.g. nearby bench)
Carriage drivers do not walk away. If you are using a mod that modifies NPC behaviour it may affect CFTO's carriage drivers. This may be the case even if such a mod made carriage drivers exempt, because it likely exempts only vanilla carriage drivers and not the replacement NPCs implemented by CFTO.
897 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.
Though while setting up my last load order I am facing an issue where carriage drivers added by your mod all have the darkface bug. I am using High Poly NPC Overhaul and thus High Poly Heads.
I have tried patching it through Easy NPC, with and without this mod, but nothing seems to work. More Informative Console is telling me only your mod is doing any editing to these NPCs. I'm really at a loss because it had never happened to me before. If you have any lead it would be very helpful.
Cheers !
EDIT: While testing around I realised it's not just your mod but all new NPCs added by mods (Great Cities, Alternate Starts,...). I found a reddit thread saying it could be due to mods that replace vanilla hairstyles. I'm gonna try to fix that.
EDIT2: It was indeed Vanilla Hair Replacer. Now I need to patch that because it's a cool mod.
As an example, when it's raining the driver in Riften goes to the inn.