Instead of a mod website, I put all the information in sections of the mod description. Please read all about Coldhaven in the mod description (including troubleshooting and FAQs).
I wholeheartedly give permission for others to use this mod if they want to make patches or change the city of Coldhaven to suit their own wishes. If you make an add-on or patch for Coldhaven then let me know and I will link to it here. I only request that you use my mod as a required master and that you provided a link back to my mod. You can alter my assets if you want. Still have a problem or question? Then PLEASE post in this forum so others can see my answer if they have the same issue. I cannot respond to personal messages asking me how to fix your installation or explaining why something isn't working for you. Only message me if you are seeking permission for a translation, are making a video of my mod, etc.
I recommend you start a NEW GAME if you want to update/upgrade mid-playthrough... If you are troubleshooting (or want to update mid-game anyway), you can try the following steps:
Spoiler:
Show
1) Make certain you remove all equipment/items from Lamae's Rest (the Player home). 2) Leave Coldhaven (I recommend going to Ivarstead). 3) Wait 24 hours in game. 4) BLANK Coldhaven using the MCM or Config Power. see note below ... 5) Make a New Save (not a quicksave). 6) Exit the game. 7) Uninstall and Delete the old version of Coldhaven. 8) Load the saved game from Step 5. see note below ... 9) Make another New Save (not a quicksave). see note below ... 10) Exit the game. see note below ... 11) Install the new version of Coldhaven. 12) Check/sort your load order. 13) Start Skyrim and load your save (from step 9).
NOTE:IF you want to update and still keep all items and quest progress then you can tryskipping Steps 4, 8, 9, 10, but then wait outside of any Coldhaven cell (go to Whiterun) for 30 days so all cells will reset.
- Added in the awesome Molag Bal statue by Mandragorasprouts (https://www.nexusmods.com/skyrimspecialedition/mods/69667) - Reduced total fog along the ceiling in the main chamber and removed most bones from the sewers; this should help with slower rigs crashing when trying to load so many objects. - Adjusted some occlusion planes slightly to help with loading. - Fixed the noble houses quest so the special items do not spawn unless you have started their quest - I still left it so you can have all three quests active at once, but you can only complete one. - Please remember that the Dwemer door is not an error ... it should only be accessed from one side, then it becomes available to open both ways. - Added in pictures to help you find the secret rooms in the Noble Houses - look in this mod's description under the Spoilers section. - Fixed the door in the lab saying it was still barred when it wasn't.
Small Update 2.21 - Fixed the header so it reads the correct version number. - Fixed the Houses quests ... they will not have any conditions on them and run on startup. This means the items you may have to find for the houses will exist in Skyrim somewhere (may be found before you receive the quest).
Does anyone know what the problem could be? I made the textures of the cool blood weapons transparent (50% eraser in GIMP) bvnpcglassbattleaxe.dds bvnpcglassbow.dds bvnpcglassdagger.dds And so on I expected the whole weapon to be transparent. Like an etheric weapon mod that never made it to the SSE version. But in fact only the glass parts of the blood weapons became transparent. It looks really cool, but it wasn't what I was expecting.
I tried ... I created this mod with silent dialogue and subtitles. Then people wanted this mod to be voiced instead of just silent dialogue. What would you do if you were me? Would you donate to me to hire voice actors? This was not a BS move, you are talking to a guy that taught himself everything about making this city and it's inhabitants and quests - I'm no professional and I try to improve it.
Literally leave it silent it would have been better. It is not complex dude. If you can't get even a few beginner or aspiring VAs to help with a project, then its ok to not have voice acting. We are talking about the game where a literal handful of low level VAs voice everything in the entire vanilla dialogue already, no one plays Skyrim for quality voice work. But having to listen to grating awfully made AI voice slop makes me skip through everything in Coldhaven cause none of its characters or writing matters at that point when its simply turned into an unbearable experience. I'd be using the older archived versions before the AI garbage if it didn't mean I'd be using a less bug fixed version.
Regardless of what you do though its completely wrong to claim this is voiced. It's not. Remove that from the page entirely. You should have some more self respect as a creator and not rely on lying about the mod.
Yeah I don't like the way this is being said to you. Mod authors are in a catch-22 between unvoiced and AI voiced. Some people don't care about AI voices, others are vehemently against them. I personally hate AI voices, but I also find that silent voices ruins my immersion, so given the choice I'd take the AI. That said it's patently insane to think that all mod authors can just call upon a cadre of voice actors to work on a free mod.
I get it, the voices can be rather crappy. It’s the best I could do. I did make my mod silent initially and people kinda opposed that so I tried with Vkasynth (sp?).
I clicked on your profile and I couldn’t find any mods you’ve created? Are they on another site?
Literally leave it silent it would have been better. It is not complex dude. If you can't get even a few beginner or aspiring VAs to help with a project, then its ok to not have voice acting. We are talking about the game where a literal handful of low level VAs voice everything in the entire vanilla dialogue already, no one plays Skyrim for quality voice work. But having to listen to grating awfully made AI voice slop makes me skip through everything in Coldhaven cause none of its characters or writing matters at that point when its simply turned into an unbearable experience. I'd be using the older archived versions before the AI garbage if it didn't mean I'd be using a less bug fixed version.
Regardless of what you do though its completely wrong to claim this is voiced. It's not. Remove that from the page entirely. You should have some more self respect as a creator and not rely on lying about the mod.
Says YOU and YOU only. And while at it, how about YOU practice your own wisdom of "self respect" by becoming someone that is also respectful of others... especially to a mod author who works on and makes available high quality mods FOR FREE, for as long as they have, at a consistent basis to support and update them? What would a mod author have to do if ANOTHER JERK like YOU comes along and complains exactly the opposite of what you are saying, claiming that even an AI voice acting is ALWAYS better than having none at all? Because according to my recollection, that is what happened inititally.
There is no LIE or WRONG about the mod author's claim that it is voiced. Because it IS voiced. AI Voiced IS Voiced, after all. Maybe the word "AI" could have been added, sure. Is that something to be so sour about to come in to the forums and type away whatever issues you got in life by being downright rude and entitled? I think not.
You are entitled to your own opinion and preferences. If you cant even get yourself to express in words your impressions and criticism in a respectful and thoughtful manner while still being able to make your point without being so offensive, then don't even bother posting. What now? Who am I to say you shouldn't bother posting? Yeah my point to you exactly.
I recently found that the Coldhaven mod clashes with the Creation Club 'Bloodchill Manor' Mod. Whilst the cave entrance to Bloodchill Manor is still accessible, when inside the cave and at the entrance to the bloodchill manor the manor has data missing so that parts of the mod are simply empty open space. When removing Coldhaven, Bloodchill manor is then fine and all textures of the interior are intact.
Is this expected or is their a patch that fixes this that I am unaware of? I have searched/asked internet etc but nothing comes up.
It seems that these two mods both edit the same cells around that specific region.
I checked the locations and they are nowhere near each other? I don't edit Bloodchill cavern or anything around it. The only cell I touch is in a picture in my description.
Having loose files is like two orders of magnitude slower than having BSA archives. That's why the stock game contents from Bethesda has them.
Please don't publish large mods with loose files. Installing them becomes much slower, uninstalling them becomes a chore too, and playing with them will be much slower as well.
Never knew that the speed was noticeable at all. If I remember correctly, I did have them packaged as a BSA before, but then, for some reason, the voice files would not play all. I couldn't get it to work in BSA - only loose files seemed to work.
I looked online and there isn’t any noticeable difference (most say). I would like to see the data on it.
I’ve always used MO and adding or removing a mod is very easy; I’ve seen little difference in loose vs BSA. I certainly don’t recommend installing manually …
Hello! Was wondering, I finished the main quest & the initiation quest for one of the houses but it didn't turn me to a vampire immediately, so 2 in game days later I prayed & lost the blood gift. Is there no way to get that back?
Hi Brehanin i still have a problem on my xbox one with the houses quest is just says Kill the(...) and Recover the (...) any way to fix this because i cant find the item .
1154 comments
Please read all about Coldhaven in the mod description
(including troubleshooting and FAQs).
I wholeheartedly give permission for others to use this mod if they want to make patches or change the city of Coldhaven to suit their own wishes. If you make an add-on or patch for Coldhaven then let me know and I will link to it here. I only request that you use my mod as a required master and that you provided a link back to my mod. You can alter my assets if you want.
Still have a problem or question?
Then PLEASE post in this forum so others can see my answer if they have the same issue.
I cannot respond to personal messages asking me how to fix your installation or explaining why something isn't working for you. Only message me if you are seeking permission for a translation, are making a video of my mod, etc.
Fallrim Tools - Script Cleaner and more: A powerful savegame editor/cleaner for Skyrim LE and Skyrim SE.
Enhanced Invisibility: SKSE plugin that improves and fixes bugs with Invisibility effects.
Face Discoloration Fix: This mod eliminates the dreaded "dark face" issue with FaceGen errors.
Crowded Streets: Crowded Streets dynamically generates background NPCs in cities, towns and inns to make them feel more populated.
If you are troubleshooting (or want to update mid-game anyway), you can try the following steps:
1) Make certain you remove all equipment/items from Lamae's Rest (the Player home).
2) Leave Coldhaven (I recommend going to Ivarstead).
3) Wait 24 hours in game.
4) BLANK Coldhaven using the MCM or Config Power. see note below ...
5) Make a New Save (not a quicksave).
6) Exit the game.
7) Uninstall and Delete the old version of Coldhaven.
8) Load the saved game from Step 5. see note below ...
9) Make another New Save (not a quicksave). see note below ...
10) Exit the game. see note below ...
11) Install the new version of Coldhaven.
12) Check/sort your load order.
13) Start Skyrim and load your save (from step 9).
NOTE: IF you want to update and still keep all items and quest progress then you can try skipping Steps 4, 8, 9, 10, but then wait outside of any Coldhaven cell (go to Whiterun) for 30 days so all cells will reset.
- Added in the awesome Molag Bal statue by Mandragorasprouts (https://www.nexusmods.com/skyrimspecialedition/mods/69667)
- Reduced total fog along the ceiling in the main chamber and removed most bones from the sewers; this should help with slower rigs crashing when trying to load so many objects.
- Adjusted some occlusion planes slightly to help with loading.
- Fixed the noble houses quest so the special items do not spawn unless you have started their quest - I still left it so you can have all three quests active at once, but you can only complete one.
- Please remember that the Dwemer door is not an error ... it should only be accessed from one side, then it becomes available to open both ways.
- Added in pictures to help you find the secret rooms in the Noble Houses - look in this mod's description under the Spoilers section.
- Fixed the door in the lab saying it was still barred when it wasn't.
Small Update 2.21
- Fixed the header so it reads the correct version number.
- Fixed the Houses quests ... they will not have any conditions on them and run on startup. This means the items you may have to find for the houses will exist in Skyrim somewhere (may be found before you receive the quest).
It's my first try ever in that engine. https://www.nexusmods.com/kingdomcomedeliverance2/mods/1552
Please remember that there is a lot that we do not know how to do yet, or might not be able to do ...
I made the textures of the cool blood weapons transparent (50% eraser in GIMP)
bvnpcglassbattleaxe.dds
bvnpcglassbow.dds
bvnpcglassdagger.dds
And so on
I expected the whole weapon to be transparent. Like an etheric weapon mod that never made it to the SSE version.
But in fact only the glass parts of the blood weapons became transparent. It looks really cool, but it wasn't what I was expecting.
I created this mod with silent dialogue and subtitles.
Then people wanted this mod to be voiced instead of just silent dialogue.
What would you do if you were me? Would you donate to me to hire voice actors?
This was not a BS move, you are talking to a guy that taught himself everything about making this city and it's inhabitants and quests - I'm no professional and I try to improve it.
Regardless of what you do though its completely wrong to claim this is voiced. It's not. Remove that from the page entirely. You should have some more self respect as a creator and not rely on lying about the mod.
I get it, the voices can be rather crappy.
It’s the best I could do. I did make my mod silent initially and people kinda opposed that so I tried with Vkasynth (sp?).
I clicked on your profile and I couldn’t find any mods you’ve created? Are they on another site?
Says YOU and YOU only. And while at it, how about YOU practice your own wisdom of "self respect" by becoming someone that is also respectful of others... especially to a mod author who works on and makes available high quality mods FOR FREE, for as long as they have, at a consistent basis to support and update them? What would a mod author have to do if ANOTHER JERK like YOU comes along and complains exactly the opposite of what you are saying, claiming that even an AI voice acting is ALWAYS better than having none at all? Because according to my recollection, that is what happened inititally.
There is no LIE or WRONG about the mod author's claim that it is voiced. Because it IS voiced. AI Voiced IS Voiced, after all. Maybe the word "AI" could have been added, sure. Is that something to be so sour about to come in to the forums and type away whatever issues you got in life by being downright rude and entitled? I think not.
You are entitled to your own opinion and preferences. If you cant even get yourself to express in words your impressions and criticism in a respectful and thoughtful manner while still being able to make your point without being so offensive, then don't even bother posting. What now? Who am I to say you shouldn't bother posting? Yeah my point to you exactly.
I recently found that the Coldhaven mod clashes with the Creation Club 'Bloodchill Manor' Mod. Whilst the cave entrance to Bloodchill Manor is still accessible, when inside the cave and at the entrance to the bloodchill manor the manor has data missing so that parts of the mod are simply empty open space.
When removing Coldhaven, Bloodchill manor is then fine and all textures of the interior are intact.
Is this expected or is their a patch that fixes this that I am unaware of? I have searched/asked internet etc but nothing comes up.
It seems that these two mods both edit the same cells around that specific region.
Any advice would be appreciated.
I don't edit Bloodchill cavern or anything around it.
The only cell I touch is in a picture in my description.
Please don't publish large mods with loose files. Installing them becomes much slower, uninstalling them becomes a chore too, and playing with them will be much slower as well.
If I remember correctly, I did have them packaged as a BSA before, but then, for some reason, the voice files would not play all. I couldn't get it to work in BSA - only loose files seemed to work.
I looked online and there isn’t any noticeable difference (most say). I would like to see the data on it.
I’ve always used MO and adding or removing a mod is very easy; I’ve seen little difference in loose vs BSA. I certainly don’t recommend installing manually …
I've been recovering.
People asked and it was the best I could do.
I'll look at a patch to remove them.
Does anyone have the item codes for both the journals so I can add the one I don't have to my inventory?