Since it seems to be the most common question which occurs, and it's mentioned multiple times, I figured I'd give a quick explanation of why some objects don't appear in the right place (specifically beds, doors, etc).
References (that is, any objects in the game) come in two types: Temporary and Persistent. The majority of what you see are temporary references. However, objects which are referred to by quests, scripts, AI packages, and such are Persistent references. Persistent reference locations are baked into your saves. So once you've started your game, if you install a mod which changes the location of a persistent reference it won't move. Beds, doors, some chairs, tables, fences, lean markers - there's a number of objects this applies to. It's especially relevant for larger quest mods (Interesting NPCs), or AI mods (Immersive Citizens, or AI Overhaul SSE) because they take some temporary references and mark them as persistent.
Major city overhauls (this, the great cities, JKs Skyrim, etc) move a LOT of objects to make everything fit, but ones with unique architecture like COTN move nigh on EVERYTHING because buildings don't fit in the same footprint, and their interior shapes are completely different.
So if doors or beds or other objects are missing, it's almost certainly because you installed the mod mid-playthrough, and their location is still in their original spot, instead of the new one: this is the primary reason that it's generally recommended to not change your load order mid-save. Unfortunately there's no solution other than starting a new save. Sorry :)
I've noticed issues with the navmesh outside the north gate. NPCs don't want to walk in that area. Followers simply sit still in a wide radius around it.
Hello, JPSteel2. Thanks for this awesome mod. If you or any other modder could help me with a problem concerning COTN Morthal, I'd be very grateful.
The door to "Moorside Inn" does not exist. All that's lef is a black closet which you can walk in, but there isn't the option to access the interior. This is sad because most of the best quests start within the Inn itself, and maybe even main questlines too. I have "Cities of the North - Morthal Patch Collection" installed properly as well, but no JK expansions of any kind to void conflicts.
Would you give me any pointers on how to reset that area? Should I reinstall it mid-game? Is that even healthy for my playthrough?
You can update and then use the downgrade patcher (use the "Best of both worlds" version) to go back to 1.5.97 with all of the CC mods still in your installation.
Just going to second what Laerithyn said here - the modpage should be clear about the files and/or game version required. Perhaps you'd like to quote that peremptory "all users MUST" there?
All users who willingly remove the four base game plugins (by hand or use a full downgrade), have to learn how to deal with their issues by themselves. These four files have been a part of the regular game for two years and are required by dozens of mods already. Don't demand mod authors to still live in a cave with you.
Sry not sry. You are in the SSE section so anyone would assume these mods are made for this version. The least a modder can do is to inform users that they have been made for the AE version, it would have save me some time of thinking.
Regardless, USSEP is listed as a requirement, and the last several versions of USSEP all require the four files in question. If you choose to use an older version which doesn't, that's on you, but don't be surprise if it causes issues.
@AnkZh ALL versions of the game are SE regardless of what game exe version, game masters, or creations you have. We support the latest VANILLA version of the game, period. Vanilla means all 9 vanilla masters that ship from steam. If you choose to stay on a version of the game that is *checks calendar* more than 2 years old, that is your business. Stop crying to mod authors complaining and demanding that they support your objectively bad decisions, we're not doing it. Just stop it. We're extremely tired of it.
Learning how to use xEdit to achieve your goals is not hard. There's a plethora of information out there, get your google-fu hat on and get to work.
The problem is that no other town/city overhaul mod does this, (having an AE requirements) so for this one to have it is really odd and unfortunate. Even JK, the most prominent area/city/town overhaul mod creator knows to make it version independent. Because he probably knows it is advisable it be accessible to everyone and compatible with their game.
You are still failing to understand a critical point. Despite numerous clarifications so many times i've lost count. This mode requires nothing beyond the Vanilla game and Ussep. If you own the game, then by definition you have the requirements for this mod.
Very cool mod. But I am also getting invisible doors with no way to enter some buildings. Completely new save, I'm testing a new mod list. It's possibly a conflict, but I'm unsure what else would specifically affect Morthal exterior doors...
late but if you have anything that overhauls the same city or home it will move doors. If you do find the door you can just getpos x, y ,z /getscale/getangle x, y, z and set all of these things manually or use creation kit stuff. I cannot open creation kit (steam refuses to launch it. dunno why) so I do it all manually. tcl also helps you see if the doors popped somewhere under the terrain or into a building so you can fix it.
I keep falling through the ground once I enter Moorside Inn - has anybody else encountered this and know what to do to fix it? I have this mod + the update overwrite on top and then the Morthal Patch Collection underneath the main mod.
question...so I have a lot of the hs mods that redo interiors, some of jks too. the moorside inn brothel mod likes to move the door around, even on a new save (I console command move it back). I was wondering if it was ok to have this mod running with the other mods or if they would just work against one another and constantly move objects.
First - I did it before posting here. Second, as stated by Siberpunk in the sticky post, the issue it's still there: "Some users are still reporting issues with the current patch, but so far I've been unable to recreate the problem".
Some in comments stated that could be because COTN - Morthal has become ESL, don't if this the issue though.
I checked Siberpunk's patch and everything looks OK in it, so I assume that crashes are caused by something completely unrelated or by installing/updating mod or patch mid-play (if FormID of a persistent record changed due to COTN Morthal update you'll certainly experience CTD).
351 comments
References (that is, any objects in the game) come in two types: Temporary and Persistent. The majority of what you see are temporary references. However, objects which are referred to by quests, scripts, AI packages, and such are Persistent references. Persistent reference locations are baked into your saves. So once you've started your game, if you install a mod which changes the location of a persistent reference it won't move. Beds, doors, some chairs, tables, fences, lean markers - there's a number of objects this applies to. It's especially relevant for larger quest mods (Interesting NPCs), or AI mods (Immersive Citizens, or AI Overhaul SSE) because they take some temporary references and mark them as persistent.
Major city overhauls (this, the great cities, JKs Skyrim, etc) move a LOT of objects to make everything fit, but ones with unique architecture like COTN move nigh on EVERYTHING because buildings don't fit in the same footprint, and their interior shapes are completely different.
So if doors or beds or other objects are missing, it's almost certainly because you installed the mod mid-playthrough, and their location is still in their original spot, instead of the new one: this is the primary reason that it's generally recommended to not change your load order mid-save. Unfortunately there's no solution other than starting a new save. Sorry :)
If you or any other modder could help me with a problem concerning COTN Morthal, I'd be very grateful.
The door to "Moorside Inn" does not exist. All that's lef is a black closet which you can walk in, but there isn't the option to access the interior. This is sad because most of the best quests start within the Inn itself, and maybe even main questlines too. I have "Cities of the North - Morthal Patch Collection" installed properly as well, but no JK expansions of any kind to void conflicts.
Would you give me any pointers on how to reset that area? Should I reinstall it mid-game? Is that even healthy for my playthrough?
Sad... nowhere on the mod page does it say it's only for AE users.
Installing I get - Check failed: Missing Masters
COTN - Morthal.esp depends on:
ccBGSSSSE001-Fish.esm
ccBGSSSSE025-AdvDSGS.esm
ccQDRSSE001-SuvivalMode.esl
ccbgssse037-curios.esl
Thanks Tetrol88 for the suggestion meanwhile.
Happy holidays!
Learning how to use xEdit to achieve your goals is not hard. There's a plethora of information out there, get your google-fu hat on and get to work.
even on a new save (I console command move it back). I was wondering if
it was ok to have this mod running with the other mods or if they would
just work against one another and constantly move objects.
this comment to let people know that the patch for COTN in Environs - Hroggar's House is not working properly, you can have CTD at Skyrim logo.
Some in comments stated that could be because COTN - Morthal has become ESL, don't if this the issue though.