Can I ask how specifically you restore Frost-River farm? The description is a bit sparse. Is it in the original location (roughly on top of a dragon mound in cell -20,19, as I understand)? Or did you move it? Do any of the images show the location? And did you restore the meadery, quest and npcs?
It is in the same -20, 19 cell but at the other end so as to not get in the way of the mound - it's in pictures 5 and 6. It is just the meadery though, which I made to appear as if it had been abandoned for a while. It was one of the harder things to decide what to do with because despite a lot being known about it, the NPCs were still used in the game and already dead, so I didn't want to get in the way of what Bethesda ultimately decided to do. Not that bringing the quest back is a bad idea either, it just felt out of the scope of this mod which was trying to just fit cut stuff in where it felt strangely absent. The meadery was one of those things since it still shows the name on the mini-map.
This was also a problem with Falkreath originally but I changed the file name to be FalkreathReCut. I should have taken the chance when I finally updated this one recently to do the same but stupidly didn't. Thanks for reminding people of a reasonable solution in case they come across issues. If anyone else does have a problem like it then the solution really is that simple - just rename the file after downloading it to MorthalReCut or something like that and it should be fine.
Yes, it definitely will. Fiddling with your load order between these two mods won't fix anything -- there are floors missing, boards floating, etc. Requires far too much of my pitiful conflict resolution skills to do it on my own. Until there's a patch, people have to decide which one to use.
Was this with any other mods installed? I'm not surprised to hear these is at least some conflict because they edit the same house but all this mod does is place a trap door there so I'm just surprised to hear it apparently conflicts so heavily. I haven't tried Environs but it sounds like a good mod so it's a shame.
Not had that problem myself. Had it running with EtaC fine and even with Fortified Morthal. Only issue is with Fortified Morthal the hatch is in fireplace, still usable just looks odd.
Thanks! I was wondering about adding another guard as two still doesn't seem like that many but unless someone finds something that was cut that I missed I don't have any plans to do add much more with it. I guess a longshot would be somehow linking the cut vampire quests and Falion together or something like that but it would probably be left for something separate if I was ever capable of doing it.
Oh, and whilst I'm thinking about it if someone comes up with a better idea for the Longhouse I am open to doing something else with it but I really have no idea.
I will keep the idea in mind, thank you. If I ever do get around to doing quests there is actually a cut one that features vampires and Solitude so it could fit into that.
There is, it's a minor quest called Payment Delivery, you deliver a message from Stonehills to Thane Bryling. On the topic of cut content, her attitude in that quest and her strangely being the only NPC to not be a jarl yet wear the jarl outfit it seems likely she may have been the Stormcloak alternative to Elisif at one point. That's such a big can of worms with the whole cut Boethiah quest that could have put Erikur in charge as well is probably part of the reason why I'm not aware of anyone trying to implement it.
Hello, thanks for trying them. I am hoping to make one big combined file once all of them are out and no big issues are confirmed. It may take a bit of time due to that and all the issues merging them can create like having to redo some scripts, navmesh and other issues that arise from a merge though. It's definitely something I would like to do though.
It would be absolutely amazing if you did an all-in-one esp mod, because at the moment I can't spare the esp slots for all of them. Great work regardless!
I really don't like what Bethesda did with Morthal. A family (Ravencrone) gifted in the arcane, a town targeted by an ancient vampire (probably has history with Morthal since he's rumored dead), and a ex-Winterhold teacher who has supposedly visited many realms of Oblivion, studied many arcane entities.
But no, none could do nor say anything against the Volkihar...or there's not even some ancient secret that could impact the College, or concern the likes of any Daedric Prince.🥱
Nothing, just a swamp and a few Nirnroots.🤦🏾♂️
One day, a random guy waltz in the crypt and proceeds to decimate what should have been a powerful vampire...with/without a bunch of guys who don't know anything about vampires. Falion wasn't even around. Was he sleeping or something ??? There's not even a quest involving him saving Mortal from another, worse threat lying in the marsh...after which we would see him finally being accepted by the townsfolk !
There's so less that even the "cut" content isn't even content...why cutting off something where there's nothing to start with ?🤷🏾♂️
Yeah, Morthal does feel like there was supposed to be more than what even made it into the files and not the game proper. The whole Falion thing is so strange, it seems clear that there was supposed to be something more but it just kind of ends and there's nothing in the Creation Kit to suggest what it may have been. Even Ingrod confronting him has a high chance to completely bug up and just have her awkwardly follow him for the rest of the game. I can only assume Bethesda were not only short on time but also didn't want Falion out of the picture in any way as he's the only way to cure vampirism in the game so he just kind of exists for that. It's a shame when he has so many interesting lines too. At least it all adds to the idea of Morthal being a place nobody wants to be!
Poor Morthal. There are ways to make "mist-shrouded" towns more likeable (which revolve around mystery) but yeah, they didn't try (what's even the point of that settlement ?). It's all Falkreath in the marsh.😩
Hello, no problem and thank you for checking it out. I think it should be compatible with Denizens of Morthal as most of the restored stuff is in Stonehills rather than Morthal town proper. Everything has been navmeshed so even if some of the NPCs did go there they should be able to get around okay.
It is compatible with the Unofficial Skyrim Special Edition Patch. It would likely conflict quite heavily with Cutting Room Floor however as both will add new buildings and some of the same NPCs to Stonehills.
you should put the mods on the same page under the banner Restored Locations NPCs Items and More. this makes it easie ron both you and the users for updates and such.
Okay, I will see about putting some of the future releases onto the same page rather than them all being separate files, if that's what you mean. Some of the remaining parts are quite small and can be quite time consuming having to put them all up on here and Bethesda Creations plus if there are some people who would rather see them together it does sound like it could be better for everyone.
You are totally right and I thought some people might not like it but I was torn between whether to include it or not. The reason it's there is because of the key to the longhouse in the game that the miners carry around and that is the remains of said building. I didn't want to add a building for people to live in there because I didn't want to destroy the camping area but I did want to give the key a use so this was the compromise I came up with. If anyone has any better ideas I am open to hearing them and changing it. It's just a difficult juggling act between trying to keep what Bethesda ultimately had in mind with what they didn't in one package.
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You can of course rename one if you have no dependencies on it.
Oh, and whilst I'm thinking about it if someone comes up with a better idea for the Longhouse I am open to doing something else with it but I really have no idea.
But no, none could do nor say anything against the Volkihar...or there's not even some ancient secret that could impact the College, or concern the likes of any Daedric Prince.🥱
Nothing, just a swamp and a few Nirnroots.🤦🏾♂️
One day, a random guy waltz in the crypt and proceeds to decimate what should have been a powerful vampire...with/without a bunch of guys who don't know anything about vampires.
Falion wasn't even around. Was he sleeping or something ???
There's not even a quest involving him saving Mortal from another, worse threat lying in the marsh...after which we would see him finally being accepted by the townsfolk !
There's so less that even the "cut" content isn't even content...why cutting off something where there's nothing to start with ?🤷🏾♂️
There are ways to make "mist-shrouded" towns more likeable (which revolve around mystery) but yeah, they didn't try (what's even the point of that settlement ?). It's all Falkreath in the marsh.😩
Glad we see eye to eye on this.
mean. Some of the remaining parts are quite small and can be quite time
consuming having to put them all up on here and Bethesda Creations plus
if there are some people who would rather see them together it does
sound like it could be better for everyone.
Why is there a door still attached to this house? I don't think any ruined houses in vanilla are like this.