The author of this mod stopped supporting it well over ten YEARS ago and, to my knowledge, no one has stepped up to serve as a curator. I used his Skyfall Estate mod many years ago for a short time. I found that using the teleport spell caused CTDs. I also had CTDs occuring when after building collections for a while, something about scripts looping. Eventually, simply entering the building lead to a CTD every time. The mod became impossible to use. The rest of his mods use the same resources with little variation (showers, tubs, trophy rooms, kitchens, etc.) and, quite likely, the same lack of attention to detail. My advice is to avoid his player home mods. They look nice (IMO, so much empty space inside is not really lore-friendly) but they haven't been updated since 2016, AFAIK. There have been quite a few significant updates to Skyrim since then, so the fact that these are broken should come as little surprise.
100% in agreeance.. I've only been able to use this mod once without any issues, that was back around 2020-21.. From what I've heard from modders who have at least looked into these mods to try and correct them, they've all said there are too many problems to even bother.. Only one guy attempted a fix, that was with skyfall estate, its the only one to get an overhaul, and it still has issues.
Hiiiii! Just recently solved my own "Buriedvale Estate" problem and wanted to share my advice. There's a couple different mods that bury the place, and in my case it was Fabled Forests. Either way, a good way to check to see is to use your console (the key next to 1 and above tab usually) and click on the ground near the estate, the burying snow. It MIGHT tell you what mod (plugin) edited it last, to give you an idea where to start. First, make sure that THAT mod's plugins aren't light - light plugins, whether ESL or light-esp, always load after regular ESP plugins, which frostvale is. Fabled forests, in my example, are ESP-lights, so they can be "marked regular" in vortex by double clicking on the FF plugins in the plugins list and pressing the mark regular button. Then use the "groups" system in Vortex to make sure that Frostvale loads after the offending mods, or just set a specific load spot for frostvale. In my case, I did a dirty edit by setting frostvale to "dynamic lod" (the absolute latest-to-load group) and FF to "Late fixes and changes" (the second to last). Hope this helps.
I still like using this home, been in my list for years now though for some reason this playthrough no matter where in the list I put this mod it is half buried under snow, only using Tamrielic Textures, Really Blended Roads, Really Blended Roads Redone, Fluffy Snow and The Grass Your Mother Warned About for landscape textures and tried looking clicking all over for the last hour with more informative console and finally found what it is and it says Base Form ID: 000201F6, ref form ID: 00097F08, Form Location Information:[6]:, Model: Mountain Cliff02.nif [3], Position: [6], Is Enabled: Yes. Can still enter and leave easy enough but it looks rubbish half buried like this and poor Enzo has no stable to snuggle in.
EDIT Found what caused this, was City Entrances Overhaul - Windhelm. Would rather have this house than the bridge so tata to City Entrance overhaul.
I dont have anything loaded that changes landscapes anywhere in skyrim, and this mod loads that very same way, so it has to be something more dynamic.. Nothing I have should cause it to load that way, and my load order is ran through LooT.
I did that and it still buried. Im thinking its something to do with having all of the homes tht guy made at the same time, because I had to uninstall all of them, they use the same scripting, or something to that effect. They all have ground texture issues somewhere. Silian, even if loaded late, has a tear under the carriage drivers tent in solitude. Skyfall gives texture glitches inside whiterun and near the meadery. This one has this buried door issue, I have no idea how to fix any of them, I had each loaded as late as you can put them to no avail. I dont have any landscape mods or city improvement mods, never used them.
I have loaded this to the bottom, never used anything to change the area because my laptop is a potato tier. Still the estate is covered in snow, and inaccessible. I loved the other estates, I wish for a patch.
Love this Mod - it's a real good one, and the named horse is an added wow oh wow, nice touch. This is what Skyrim should have been for player homes. Had to edit in more. This is now my favorite player home Mod for Skyrim SE with multiple adopt - Absolutely perfect player home keeping all of the style and lore-friendly aspects of the game. It's not overdone, underdone, or too much, it fits just right! I will have this as my player home on every one of my playthroughs. Proudspire Manor used to be my favorite, but this one (Mod) blows it away with it's 'Skyrim' original looks and feel, and the 2 NPC housekeeper-merchants-follower inside (and the named horse outside) make it a HUGE step above, so Thank You for creating it!
This house is beautiful but has unresolved FormID errors that will prevent DynDOLOD from working properly (and appear that they ought to be fixed anyway). I believe I found the fix;
Here is the fix for DynDOLOD error.
Error in FrostvaleEstate.esp aaaShowerFBUnequip [ACTI:##0585AF]
You need to edit the .esp in xEdit. Open xEdit and load only FrostvaleEstate.esp (and requirements of course - it should end up 05 in the LO within xEdit).
Expand FrostvaleEstate.esp and the subcategory, Activator - Find aaaShowerFBUnequip - FormID ##0585AF
On the right panel, you'll note an invalid entry listed by FormID under a "SkyfallPoolUnequipSCRIPT"
Replace the invalid text (it's a reference error, I forget the exact text) with this(without the >> and <<), >>aaFrostPoolSpell "aaFrostPoolSpell" [SPEL:05024758]<<
NOTE: I believe you will experience the same error under aaaBathFBUnequip - FormID ##0585AD --- As I noticed that entry has the same exact issue and fixed them both at once. This appears to be a script reference to unequip your character when entering a bath/shower area in the house. I located the fix above, which I believe to be the intended reference, under the similarly named aaaFrostShowerUnequip - FormID ##024759 ---- where the same SkyfallPoolUnequipSCRIPT is used.
I'm having issues on PC with certain interactive parts of the house. More importantly the displays for the masks, paragons, claws, but also for some of the cosmetic things like NPC enable/disable, and the buttons that are supposed to control water, the fireplace, etc.
[Content] Error in FrostvaleEstate.esp aaaShowerFBUnequip [ACTI:7F0585AF]
Click on this link for additional explanations and help for this message
FIX THE ERROR as explained in the help OR PERMANENTLY REMOVE THE BROKEN PLUGIN. Ignore wrong "advice" to only temporarily disable plugins. Do not try to circumvent the error message, FIX THE ERROR instead. This is not a DynDOLOD error. DynDOLOD is not crashing. There is an unresolved error in the mentioned plugin that needs to be fixed.
[Exit DynDOLOD]
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I get the exact same problem, have learnt to turn this mod off when generating DynDoLod its easier, not sure what the unequip option of the shower needs lod details for but I could well be ignorant as I don't know about lods that much. I should point out this only started cropping up in version 3 of DynDoLod, was never present in older versions.
Yeah, true. I also only start have this problem with it when I go to v3 DynDoLod. But message is specific about problem and fix as it is big issue (for DynDoLod case) so it would be good to fix it. Yeah, also I go with road "temporary disable" as I like this house (lot of space for followers, rustic, some old - weary look and feel). It is nice house.
Error in FrostvaleEstate.esp aaaShowerFBUnequip [ACTI:7F0585AF]
You need to edit the .esp in xEdit. Open xEdit and load only FrostvaleEstate.esp (and requirements of course - it should end up 05 in the LO within xEdit).
Expand FrostvaleEstate.esp and the subcategory, Activator - Find aaaShowerFBUnequip - FormID ##0585AF
On the right panel, you'll note an invalid entry listed by FormID under a "SkyfallPoolUnequipSCRIPT"
Replace the invalid text (it's a reference error, I forget the exact text) with this(without the >> and <<), >>aaFrostPoolSpell "aaFrostPoolSpell" [SPEL:05024758]<<
NOTE: I believe you will experience the same error under aaaBathFBUnequip - FormID ##0585AD --- As I noticed that entry has the same exact issue and fixed them both at once. This appears to be a script reference to unequip your character when entering a bath/shower area in the house. I located the fix above, which I believe to be the intended reference, under the similarly named aaaFrostShowerUnequip - FormID ##024759 ---- where the same SkyfallPoolUnequipSCRIPT is used.
idk why the house is half buried on snow in my game i can enter at least but cant use the basement entrance for example just use it to exit but not to enter
108 comments
EDIT
Found what caused this, was City Entrances Overhaul - Windhelm. Would rather have this house than the bridge so tata to City Entrance overhaul.
Adds a dungeon a little bit higher.
Still the estate is covered in snow, and inaccessible.
I loved the other estates, I wish for a patch.
Had to edit in more. This is now my favorite player home Mod for Skyrim SE with multiple adopt - Absolutely perfect player home keeping all of the style and lore-friendly aspects of the game. It's not overdone, underdone, or too much, it fits just right! I will have this as my player home on every one of my playthroughs. Proudspire Manor used to be my favorite, but this one (Mod) blows it away with it's 'Skyrim' original looks and feel, and the 2 NPC housekeeper-merchants-follower inside (and the named horse outside) make it a HUGE step above, so Thank You for creating it!
Here is the fix for DynDOLOD error.
Error in FrostvaleEstate.esp aaaShowerFBUnequip [ACTI:##0585AF]
You need to edit the .esp in xEdit. Open xEdit and load only FrostvaleEstate.esp (and requirements of course - it should end up 05 in the LO within xEdit).
Expand FrostvaleEstate.esp and the subcategory, Activator - Find aaaShowerFBUnequip - FormID ##0585AF
On the right panel, you'll note an invalid entry listed by FormID under a "SkyfallPoolUnequipSCRIPT"
Replace the invalid text (it's a reference error, I forget the exact text) with this(without the >> and <<), >>aaFrostPoolSpell "aaFrostPoolSpell" [SPEL:05024758]<<
NOTE: I believe you will experience the same error under aaaBathFBUnequip - FormID ##0585AD --- As I noticed that entry has the same exact issue and
fixed them both at once. This appears to be a script reference to unequip your character when entering a bath/shower area in the house. I
located the fix above, which I believe to be the intended reference, under the similarly named aaaFrostShowerUnequip - FormID ##024759 ---- where the same SkyfallPoolUnequipSCRIPT is used.
DynDOLOD 3
It is nice house.
Error in FrostvaleEstate.esp aaaShowerFBUnequip [ACTI:7F0585AF]
You need to edit the .esp in xEdit. Open xEdit and load only FrostvaleEstate.esp (and requirements of course - it should end up 05 in the LO within xEdit).
Expand FrostvaleEstate.esp and the subcategory, Activator - Find aaaShowerFBUnequip - FormID ##0585AF
On the right panel, you'll note an invalid entry listed by FormID under a "SkyfallPoolUnequipSCRIPT"
Replace the invalid text (it's a reference error, I forget the exact text) with this(without the >> and <<), >>aaFrostPoolSpell "aaFrostPoolSpell" [SPEL:05024758]<<
NOTE: I believe you will experience the same error under aaaBathFBUnequip - FormID ##0585AD --- As I noticed that entry has the same exact issue and fixed them both at once. This appears to be a script reference to unequip your character when entering a bath/shower area in the house. I located the fix above, which I believe to be the intended reference, under the similarly named aaaFrostShowerUnequip - FormID ##024759 ---- where the same SkyfallPoolUnequipSCRIPT is used.
That's at least what caused that problem for me