I've had several requests repeated on each page so I guess that means I need a quick place to note those.
Windhelm Arena - The arena cut from Windhelm would require a great deal of work to complete, possibly even including 3D modeling to fix some portions of the scenery. There are also two other mod projects out there that aim to fully restore this. Only one is complete but I don't know how true to the original design it stayed. The other project may or may not still be in progress.
Boethiah's Bidding - There is enough information intact to resurrect this, but it's somewhat dicey because it involves killing a Jarl and the civil war.
The Whispering Door cut portions - There does not appear to be enough left of the cut portions of this to revive it.
Collecting the Edda - There is enough material, barely, to string something together, but the quest over all is just not interesting enough to do anything with. I'm pretty sure that whatever the plan was, enough of it is missing to make an attempt at restoring it too shallow to bother.
"Hauntings" - While it appears intact enough to put back, IMO it feels pretty lame and out of place and may have been cut for that reason.
"Trick Shot" perk - A missing perk for the archery tree that gives a 25% chance to disarm. While it is functional as created, it will be a source of save bloating due to the fact that disarming separates the weapon from the NPC and then leaves it behind forever without cleaning it up. Since archery use is far more likely to be a regular thing for people who play as them, it's much more of a risk than the Disarm shout over time.
I'm afraid I don't know much about modding, but I noticed that going into what used to be the entrance of the grotto causes the User Interface to lock up. The game still plays, and the camera will start to rotate while your character is idle. I finally discovered that this mod was the one adding this hidden "trap" by disabling all other mods but Cutting Room Floor. For a while I felt like Skyrim was gaslighting me, trying to trick me into thinking there had never been a cave there at all. It was frustrating but amusing.
Also in "Dialog Topic" there are many <Error: Could not be resolved> in two dialogue topics - PerkInvestorReply2 and PerkInvestorBranch1Topic1 in both INOM - INFO Order (Masters only) (aligned) and INFO Order (All previous modules (aligned) Some examples here
[00:00] Start: Checking for Errors [00:00] Checking for Errors in [08] cutting room floor.esp [00:01] Done: Checking for Errors, Processed Records: 4657, Errors found: 0, Elapsed Time: 00:01
Given that I don't get the same result, you probably loaded more than just CRF into xEdit when you checked it. This means one of your other mods is overwriting the changes made to bring those things back into the game.
I've only loaded CRF this time and checked for errors. Granted, no errors show up, but if you go to "dialog topic" and then PerkInvestorReply2 and PerkInvestorBranch1Topic1 and expand the INOM - INFO Order (Masters only) (aligned) and INFO Order (All previous modules (aligned), there's still these <Error: Could not be resolved> records.
I have no idea what it is xEdit thinks its doing here but INOM and INOA do not exist as records in the game so you can safely ignore whatever they're telling you. IMO it would be something to report to them as a bug because whatever implementation of these fake records is, it's broken.
Advise. WELLP!!!!! Could use more marriageable NPCs.Horses with some names would be nice. A store in some remote places. I mean some body has to be running a business. You have lumber mills but no one goes there to shop. If you marry them they say. " I opened a small shop" Yeah where is this shop? Could use some places for that. Beer places where a guy can get a drink. Even Necromancers, and other mages can get a drink.
More possible Stewards for HF. (You might not need to add that.) Giants who burst out of Rocks. (based on lore). Goblin bases. OH that would be interesting. Switch out some of the Orcs who are all Archers with some Warriors and mages an maybe a thief class in there.
Way more raiders, Brigands and Mages on the roads from town to town. So the player cant just walk there. An something the player cant negotiate with some more Bears and Sabercats. Stronger than thalmore. BUT wont attack that guy with the cow or the Giant with the Cow.
An throw in some mage guild quest. For the rogues you have quest you can do when you become a member, Warriors guild same thing. But Mages. Not so much. Some actual quest where you basically hit a tomb or grave site to drain magic from the place an just leave before you hit the Word wall. Or anywhere near that part. You just go in to take down 1 mob or a boss mob. Cant make it easy. Its a mage quest. No weapons. Only magic.
You can make it so you can craft Locks cheaper than 250 frigging gold! I know there is a exchange mod that adds silver but i have not tried it.
I hate to say this but i did enjoy the home quest. Hymsker was annoying. I think that was his name in Breezehome. But i let him stay there. But he had very little lore to tell me an didn't really do anything but complain. Would be nice if he would clean the house and cook for me.
But something like that in some of the homes you can buy. I would love a Ghost story for Windhelm if it help the stormcloaks OR make it so you do not need to join the stormcloaks. With a quest. To get the home in Windhelm.I mean you stopper a killer in the city. You should get the house.
Speaking of which. I need a way to return the Hammer to the guy in Windhelm. The one his family lost. Or for the assassin's quest for dark brother hold. Return the hammer an say that she got it back for their family the prove her innocence So they do not need to be assassinated. An they become friends again. As an optional quest.
Or a quest where i am suppose to kill Narfi but instead i kill the guy who sent me after narfi after they Killer his sister an have Narfi Kill the guy. To take his revenge an have him join us.Either in the Dark brotherhood or just the Player. As a companion not Follower. So he does not use a extra slot.
You could add more Races to the game. Not replacing characters but there are dog races, Horse races, etc. Add them in bars and stores buying stuff. An as bandits. Some even working with the Atomatons to attack the player. Others go against Goblins or are working with the Goblins. Need some Khajit Raid Bosses.
An finally. Bigger tents for companions and Followers so when we need to rest somewhere we can rest.
"I would advise whoever made that patch to update it so that it no longer breaks."
If you mean the removal of the objects that no longer exist, it would likely mean the reverting much of that cell since it places n moves a bunch of of objects I believe to compliment the abandoned mill parts and waterwheel. Does CRF replace it with anything else, or the footprint at this location entirely removed?
I updated the mod from 3.1.19 to 3.1.20 and now Vortex says I have a missing master "_ResourcePack.esl"? I think I might want to downgrade but past versions were archived. What am I supposed to do now?
2558 comments
I've had several requests repeated on each page so I guess that means I need a quick place to note those.
Windhelm Arena - The arena cut from Windhelm would require a great deal of work to complete, possibly even including 3D modeling to fix some portions of the scenery. There are also two other mod projects out there that aim to fully restore this. Only one is complete but I don't know how true to the original design it stayed. The other project may or may not still be in progress.
Boethiah's Bidding - There is enough information intact to resurrect this, but it's somewhat dicey because it involves killing a Jarl and the civil war.
The Whispering Door cut portions - There does not appear to be enough left of the cut portions of this to revive it.
Collecting the Edda - There is enough material, barely, to string something together, but the quest over all is just not interesting enough to do anything with. I'm pretty sure that whatever the plan was, enough of it is missing to make an attempt at restoring it too shallow to bother.
"Hauntings" - While it appears intact enough to put back, IMO it feels pretty lame and out of place and may have been cut for that reason.
"Trick Shot" perk - A missing perk for the archery tree that gives a 25% chance to disarm. While it is functional as created, it will be a source of save bloating due to the fact that disarming separates the weapon from the NPC and then leaves it behind forever without cleaning it up. Since archery use is far more likely to be a regular thing for people who play as them, it's much more of a risk than the Disarm shout over time.
You will need to obtain the updates from one of the listed mirror sites.
Hoarfrost Grotto is no longer in the game. The only thing that remains are the banners set up by the East Empire Expansion creation.
Screencap Here.
I'm afraid I don't know much about modding, but I noticed that going into what used to be the entrance of the grotto causes the User Interface to lock up. The game still plays, and the camera will start to rotate while your character is idle. I finally discovered that this mod was the one adding this hidden "trap" by disabling all other mods but Cutting Room Floor. For a while I felt like Skyrim was gaslighting me, trying to trick me into thinking there had never been a cave there at all. It was frustrating but amusing.
Thank you for your help.
Version 3.1.20 has multiple errors in xEdit.
Running latest Skyrim 1170 (obv because required for this mod) and latest USSEP (4.3.4a)
https://pastebin.com/3qPP5yFU
Also in "Dialog Topic" there are many <Error: Could not be resolved> in two dialogue topics - PerkInvestorReply2 and PerkInvestorBranch1Topic1 in both INOM - INFO Order (Masters only) (aligned) and INFO Order (All previous modules (aligned)
Some examples here
Given that I don't get the same result, you probably loaded more than just CRF into xEdit when you checked it. This means one of your other mods is overwriting the changes made to bring those things back into the game.
Are they just safe to ignore then?
Is this safe to update?
Cheers.
- Ilja
More possible Stewards for HF. (You might not need to add that.) Giants who burst out of Rocks. (based on lore). Goblin bases. OH that would be interesting. Switch out some of the Orcs who are all Archers with some Warriors and mages an maybe a thief class in there.
Way more raiders, Brigands and Mages on the roads from town to town. So the player cant just walk there. An something the player cant negotiate with some more Bears and Sabercats. Stronger than thalmore. BUT wont attack that guy with the cow or the Giant with the Cow.
An throw in some mage guild quest. For the rogues you have quest you can do when you become a member, Warriors guild same thing. But Mages. Not so much. Some actual quest where you basically hit a tomb or grave site to drain magic from the place an just leave before you hit the Word wall. Or anywhere near that part. You just go in to take down 1 mob or a boss mob. Cant make it easy. Its a mage quest. No weapons. Only magic.
You can make it so you can craft Locks cheaper than 250 frigging gold! I know there is a exchange mod that adds silver but i have not tried it.
I hate to say this but i did enjoy the home quest. Hymsker was annoying. I think that was his name in Breezehome. But i let him stay there. But he had very little lore to tell me an didn't really do anything but complain. Would be nice if he would clean the house and cook for me.
But something like that in some of the homes you can buy. I would love a Ghost story for Windhelm if it help the stormcloaks OR make it so you do not need to join the stormcloaks. With a quest. To get the home in Windhelm.I mean you stopper a killer in the city. You should get the house.
Speaking of which. I need a way to return the Hammer to the guy in Windhelm. The one his family lost. Or for the assassin's quest for dark brother hold. Return the hammer an say that she got it back for their family the prove her innocence So they do not need to be assassinated. An they become friends again. As an optional quest.
Or a quest where i am suppose to kill Narfi but instead i kill the guy who sent me after narfi after they Killer his sister an have Narfi Kill the guy. To take his revenge an have him join us.Either in the Dark brotherhood or just the Player. As a companion not Follower. So he does not use a extra slot.
You could add more Races to the game. Not replacing characters but there are dog races, Horse races, etc. Add them in bars and stores buying stuff. An as bandits. Some even working with the Atomatons to attack the player. Others go against Goblins or are working with the Goblins. Need some Khajit Raid Bosses.
An finally. Bigger tents for companions and Followers so when we need to rest somewhere we can rest.
I would advise whoever made that patch to update it so that it no longer breaks.
@Warsun99:
None of what you're suggesting is content that was cut from the game. So it would be out of scope for what Cutting Room Floor does.
If you mean the removal of the objects that no longer exist, it would likely mean the reverting much of that cell since it places n moves a bunch of of objects I believe to compliment the abandoned mill parts and waterwheel. Does CRF replace it with anything else, or the footprint at this location entirely removed?
dirty:
- <<: *quickClean
crc: 0x89CBF32C
util: '[SSEEdit v4.1.5f](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
itm: 1
clean:
- crc: 0x24842583
util: 'SSEEdit v4.1.5f'