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TOTSP Team

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523 comments

  1. Velvet269
    Velvet269
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    I can't fix the bug of TOTSP solstheim being on top of the vanilla one on the map, I am using OpenMW, could someone help? 
  2. Batkan1234
    Batkan1234
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    I have weird issue. When i leave any building in Solstheim i am outside in sea. However few times, like 25% times i leave building normally. I tested it multiple times. Sometimes (more often) i end up in sea (i guess in location where vanilla Solstheim is) and sometimes normally leave building. Only other mod for Solstheim i have is "Nordic Solstheim - Solstheim Interiors Overhaul" but i tested it without it and problems are same. I am on new save game on OpenMW 0.49. Any suggestions?
    1. Batkan1234
      Batkan1234
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      Ok, i fixed this by moving TOTSP lower on the modlist. Dunno what problem was.
  3. ZeldasCastle
    ZeldasCastle
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    How do I clean a save file on OpenMW? I started a new file and then it was no problem when I come to Solstheim. But when I play on the file I have finished the main quest there is a lot of problems, npc swimming in the water in the southern part of the island. Enemys in the southern part that shall be in the northern part.
  4. JovBlackheart
    JovBlackheart
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    Hallvaror's dock is missing and he spawns underwater, as do you if you fast travel there. Same with Wind-In-His-Hair's fast travel spot: His ship is out to sea and the ramp leads down into empty water. There's also several fast travel spots that lead to the Sea of Ghosts. Any fix?

    I have "Bloodmoon Rebalance" and "Tomb of the Snow Prince - Forceful Travel NPC Override" enabled, loading after that, but no change.

    Current load order:
    001 Morrowind.esm
    002 Tribunal.esm
    003 Bloodmoon.esm
    004 Patch for Purists.esm
    005 Tamriel_Data.esm
    006 Cyr_Main.esm
    007 Sky_Main.esm
    008 TR_Mainland.esm
    009 Solstheim Tomb of The Snow Prince.esm
    010 Patch for Purists - Semi-Purist Fixes.ESP
    011 Nine-holes.esp
    012 NearVanillaRoadSigns.esp
    013 Cutting Room Floor.esp
    014 RepopulatedCreatures.ESP
    015 Barristers Guild OE Questline.esp
    016 TR_Preview_Warning_Immersive.esp
    017 ByJov_ImperialLegionUniformExpanded.ESP
    018 ByJov_PaperMapOfVvardenfell.ESP
    019 Tribunal Rebalance.ESP
    020 Bloodmoon Rebalance.esp
    021 Beware the Sixth House.ESP
    022 Patch for Purists - Book Typos.ESP
    023 TR_Factions.esp
    024 NearVanillaRoadSigns-AldRuhnPatch.esp
    025 Unique_Tavern_Signs_for_Tamriel_Rebuilt_v2.ESP
    026 GITD_WL_RR_Interiors.esp
    027 TOTSP TD Content Integration - Spiders.esp
    028 TOTSP_Forceful_Travel_NPC_Override.ESP
    029 TOTSP_Patch_for_Purists_4.0.2.esp
    030 Missing snow armor.esp
    031 Varil_Slower Skill Gain and DoubleTraining Costs x2.esp
    032 Diverse Khajiit.ESP
    033 TR_Dra-VashaI-V1_1.esp
    034 Thirteen Telvanni.esp
    035 Expansion Delay.ESP
    036 XE Sky Variations.esp
    037 mwse_Containers.esp
    1. Carvool
      Carvool
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      From a glance it looks like you may want the modular version of Cutting Room Floor, so you can disable the conflicting solstheim module.

      EDIT: There's an official compatibility patch. Try that one. As per the readme, you'll still need to obtain the modular patches and disable "Cutting Room Floor - Solstheim Travel.esp" and "Cutting Room Floor - Vor Lair.esp"
    2. M39killer
      M39killer
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      What is causing me have the double problem in solstiem .either of you know . Been trying to get some info on what is causing it 
  5. Davikar
    Davikar
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    Not sure if it's because of this mod or not (but probably).
    I am doing the quest "The Skaal Test of Strength" and for some reason Korst Wind-Eye is chilling on the the ocean floor far southwest of the island...
  6. M39killer
    M39killer
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    How do i uninstall this mod . i have tried but it says nissing master file. only reason i want to uninstall it is because somehow my game and this is only happening in bloodmoon but everything is either doubled or tripled and somehow I have two of the island in my game over lapping each other. How do i go about fixing this problem 
  7. HalfThereCCG
    HalfThereCCG
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    Hey, I'm not entirely sure it's this mod that caused it, but I've had a problem with the quest "Setting up Shop"
    I have journal stages 20, 40, 50, and 90 - somehow 70 was skipped entirely. The result of this is that there's no shop present in the town. Falco tells me to inform Carnius, and Carnius has nothing to say about it - only "What is it, Fixer? is this about your current assignment?" - should I select assignment, his disposition drops and he mocks me for coming to him for assignments when I chose Falco.

    Adding stage 70 to my journal does not fix this, nor does adding stage 110 let me progress to the next quest. Are there any fixes? I did basically the whole Bloodmoon main quest while waiting for that shop to be built, and I have no desire to do it again
    1. VWVwacko
      VWVwacko
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      I'm having this exact same issue, Carnius has nothing to say and setting the stage to 100 does nothing. I tried messing around with setting the colony state to 10 but that's jumping way too far in the questline (Plus I'm pretty sure the shop still isn't there)

      Hopefully someone knows a way past this cos I'm too much of a dummy to work it out
    2. tastywaffles5000
      tastywaffles5000
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      I have the same problem. The shop does not build, advancing the quest via console does nothing, as the NPCs remain obliviouss. Apparently nothing can move those questlines forward?
    3. MegaYoshter
      MegaYoshter
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      I came across this bug too and these three comments are the only record I could find of anyone else having the same problem, so sadly no solution. I am not running Tomb of the Snow Prince, and no mods that effect Solstheim outside of running OpenMW. So it is probably not the mod that is causing your issues. I also reloaded to before even completing the pickaxe quest but I still run into the issue when I get to this point and the smithy/trader doesn't get built. I'm currently trying to find console commands to do so but there is shockingly little documentation I can find online outside of a Reddit post for a different bug setting the stage of Raven Rock to 10 which skips way past this point in the quest.
    4. ahillamon
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      Same issue, chose the trader but then the quest didn't seem to move forward. I salvaged it by typing into the consolejournal CO_4 110to finish the quest and thenset colonyservice to 6That'll finish building the trader and let the quest move forward without jumping too far forward with the colony.
  8. AstralJam8
    AstralJam8
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    Looks interesting, but I've given up on integrating it with my load order, because it MOVES the entire landmass and breaks too many other mods I want to use.  It's the whole reason I'm starting over on a years-old character because I discovered Solstheim is a garbled mess of water and drowning NPC's.  Is there a version that doesn't move Solstheim?
    1. bill8875
      bill8875
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      You could try the other version the creator made:
      https://www.nexusmods.com/morrowind/mods/42979
      https://www.nexusmods.com/morrowind/mods/44933
  9. M39killer
    M39killer
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    Question what is causing there to be 2 ish somthsiems in my game . what i mean is some how there is 2 of the island overlaping each other . i know this because when I installed the lorken mod there was 2 of that mod’s locations to . How do i go about fixing this problem. It’s really annoying since most kf tbe islands ground texturs are missing . Would really love some help fixing this problem. 
  10. Aquacado
    Aquacado
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    I have an issue with Fort Frostmoth being missing exclusive to the latest version of this mod. I'm using OpenMW 0.47 (I plan to move my current modlist to a TES3MP server down the line) and I have removed every other mod from my list besides Tamriel Data since it is a dependency. The Fort is still missing. I have an older version of the mod downloaded on an old PC that I swapped in without changing anything else in my modlist, and the Fort was there. I switch back to the latest and the Fort is gone. I opened the latest version in the Construction Set and checked Fort Frostmoth, and it shows as being there. I load up OpenMW and coc to Frostmoth and it is missing. I coc'd into Fort Frostmoth, General Quarters and the cell exists, but if I step outside I am just in an empty field.

    If anyone has any suggestions, I'd be happy to try them. The one thing I haven't checked is if the issue exists in OpenMW 0.48 to see if 0.47 is just no longer supported. I don't know if anyone else has any ideas or can replicate it though.
    1. Vealot
      Vealot
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      I have the same problem


    2. Aquacado
      Aquacado
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      I just tried OpenMW 0.48 and the Fort was there. It seems the latest update broke compatibility with OpenMW 0.47/TES3MP. I will have to switch over to an older version it seems.
    3. JohannesBurger14
      JohannesBurger14
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      Having a similar issue with TES3MP, going back to 2.2.2 seem to fix the missing objects issue, but the OG docks were still there and there are clones of the NPCs. Though that might be caused by something on my end.

      Did anyone find a fix for this in the current version? 
    4. Atrayonis
      Atrayonis
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      Curious, I will investigate this when I find some time. Considering this seems to be fixed by OpenMW 0.48, I think it might be a collision of things that I can't fix on my end without breaking something.
    5. Aquacado
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      I discovered the issue and have a fix I am working on at the moment. The issue isn't with this mod, it's with OpenMW 0.47 in general. While I was working on fixing some other mods for my TES3MP server, I realized while tweaking Beautiful Cities of Morrowind to have compatibility for another mod that there was a missing door in the Vivec, Arena Waistworks that was visible in the Construction Set. I was losing my mind over it and I couldn't figure it out. Then I tried just rotating the door one point on the Z axis, saving, rotating it back, and saving again to test. This fixed that issue. And I was baffled by it. The files are completely identical besides some metadata and their checksum on my server.

      Then it clicked for me: this was the same issue happening with Fort Frostmoth in Tomb of the Snow Prince. I loaded up the latest version of this mod in the construction set, went to Fort Frostmoth, highlighted the Fort, rotated it one tick to the left, then rotated it back, and saved. Loaded up OpenMW 0.47 and lo and behold the Fort is visible.

      I'm not sure what the underlying issue here is. Given that it is not occuring in OpenMW 0.48, it probably isn't worth investigating too deeply. But to save you some trouble from trying to investigate it on your end, the issue is definitely with OpenMW 0.47 and a simple rotate back and forth fixes it.

      I have some missing items that didn't get included in my mass rotate, but once I've gotten it fully fixed I will post the patch for OpenMW 0.47/TES3MP here.
    6. Aquacado
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      Here is the fix (OpenMW 0.47/TES3MP only):

      FortFrostmothFix
    7. Fargoth117
      Fargoth117
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      Thanks so much for this fix!
    8. antisanta666
      antisanta666
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      Any chance you could reupload your fix? Looks like your link expired. Also... holy crap, Limewire?! Haven't heard of anyone using that since high school lmao
    9. Aquacado
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      @antisanta666 I admittedly just googled file upload and clicked the first link because I was lazy and didn't want to make an account somewhere. Anyways, here's a mediafire link that should last longer.

      https://www.mediafire.com/file/9sjf1rt1ewjwagw/SolsFix.ESP/file
    10. Rickey50
      Rickey50
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      I noticed raven rock is also missing, do you have the same issue as that? or is it just fort frostmoth for you
    11. Rickey50
      Rickey50
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      Nevermind, im dumb, i just never realized you help build it, i thought seeing npcs and no houses was odd