Version 1.4 is up - sorry for the back to back updates!
Updated the boat travel script: Followers can now travel with you on the deck of the ship, no more needing to make them wait inside while you sail. Big thanks to DarkFox127 for the video I stumbled across while researching an idea for another mod...90% of the "scripting" I can do is thanks to him. Time now also passes properly when sailing the ship - except when travelling to/from Havran Isle. I'm assuming it's still instant for that because it's a new worldspace.
Also fixed some navmesh on the island - it somehow broke itself in a cell I haven't touched in months.
Make a save somewhere away from the island before updating.
- Added a pool/bath house area over the water behind the tavern/bunkhouse, and extended the patio area behind the buildings. - Added a few mining nodes around the edges of the island - Replaced the farm's grain mill with a working version - Fixed the navmesh on the Winterhold & Solstheim ships (and by "fixed" I mean "created it in the first place", lol)
Added additional ship locations at Winterhold & Solstheim. The Winterhold ship is away from land a bit to be compatible with Winterhold Restored (and other Winterhold overhauls probably) - click the oars on the rowboat/ship to get to and from the shore. The Solstheim ship should be far enough out of the way to not conflict with anything, but let me know if I'm wrong.
There is now a "General Compatibility Patch" under Optional Files for people using Enhanced Solitude Docks or Anna NPCs. Will maybe (probably) work with other mods that conflict with the Solitude ship location. Updated the description (under Compatibility) with more details and uploaded pics of the rowboat location.
The patch needs to be applied on a save that did not have the original mod active, or else the Solitude ship wheel will not be able to be activated. If you still cannot activate the Solitude ship wheel after installing the patch on this save, save the game & reload that save.
Couldn't get the boat wheel to activate. I disable main + patches mods. Get in game, do a save. Quit. Run Resaver to clean unattached instances. I assume doing that would get me a clean save with no trace of Harvan left. Reenable Havran + patches mods, in game, re-purchase, got the row-boat to ship. Wheel won't work. I don't want to start a new game. Any suggestion on how to make it works? Thx
I have no idea if running Resaver would work - I've never used it. The reason you need to use the patch on a save without Havran loaded is that the activator for the ship wheel is a persistent reference, so it will stay in whatever spot it was assigned to the first time the mod was loaded.
would it be possible to add other locations, Such as Castle Volkihar, Midwood Island , Wymstooth, maybe falskar? I love the mod. It makes the perfect base. Ebon Rook is the perfect size for sailing to other locations.
I'm running a heavily modified Novulus but nothing in my modlist touches the area around either boats. I can buy and teleport to the ship but I still cant use the wheel to get to the island. I used xedit and looked up Havran's cell list and compiled a list of individual cells you can COC too. An example being; "coc 00cynnfarmhouse01b"
I have a question/Help request I use these two mods The Scarlet https://www.nexusmods.com/skyrimspecialedition/mods/2434 Haravan Castle https://www.nexusmods.com/skyrimspecialedition/mods/95896 The Haravan has its own ship [ebonrock] But is it possible/Is there a way to use the scarlet instead to go to haravan? Ive tried in the creation kit but ill admit i feel out of my depth because ive never used the tool before, its overwhelming and there's little to no direction and i feel a bit lost.
Would it be possible to make a patch for The scarlett so that it can go to haravan and can still be used as primary ship?
Really not sure why but I've tried the compatibility patch in every order I can and it will not let the wheel traversal open and I can't access the island unless I use the TCL command to get to the sign inside the rock added by TGCOS. What does apply the patch without the original mod active mean because you can't without the originals esp?
It means if you're going to use the patch, it has to be on a new save (or one without Havran Castle loaded at least). If you had the mod installed, went to the ship, and installed the patch afterwards, the patch won't work.
I'll add TGCOS to the list of mods that need the patch to make this work.
Definitely great work Cynndal! I love all of your homes to be honest and I've had a lot of trouble trying to decide which one I wanted to homestead in :) I love Pinecrest Manor the most, especially the gate and the site of the horse stable at the gate (you can ride up and still get off your horse underneath :)), though not a big guest house there - Birchwood Manor is my second favorite and plus it is right close to a carriage stop. The castle has everything :)
If you could fix Generic Compatibility Patch to make activation possible at wheel? It seems you are finished with mods but I would really love this as part of my load order
Ok so I took off Anna's NPCs and Generic Compatibility patch and I was able to activate the wheel this time. The castle is outstanding I love how big the armory is! The village and NPCs are really nice to have too. Would really fit a vamp or lord playthrough. The crows to send off your letters is quality detail! My favorite part of the mod is sailing my ship to the different capitals and Solstheim itself!!! Kudos to you brother a true hidden gem, wild how little downloads it has
122 comments
Updated the boat travel script:
Followers can now travel with you on the deck of the ship, no more needing to make them wait inside while you sail. Big thanks to DarkFox127 for the video I stumbled across while researching an idea for another mod...90% of the "scripting" I can do is thanks to him.
Time now also passes properly when sailing the ship - except when travelling to/from Havran Isle. I'm assuming it's still instant for that because it's a new worldspace.
Also fixed some navmesh on the island - it somehow broke itself in a cell I haven't touched in months.
Make a save somewhere away from the island before updating.
- Added a pool/bath house area over the water behind the tavern/bunkhouse, and extended the patio area behind the buildings.
- Added a few mining nodes around the edges of the island
- Replaced the farm's grain mill with a working version
- Fixed the navmesh on the Winterhold & Solstheim ships (and by "fixed" I mean "created it in the first place", lol)
Added additional ship locations at Winterhold & Solstheim. The Winterhold ship is away from land a bit to be compatible with Winterhold Restored (and other Winterhold overhauls probably) - click the oars on the rowboat/ship to get to and from the shore. The Solstheim ship should be far enough out of the way to not conflict with anything, but let me know if I'm wrong.
The patch needs to be applied on a save that did not have the original mod active, or else the Solitude ship wheel will not be able to be activated.
If you still cannot activate the Solitude ship wheel after installing the patch on this save, save the game & reload that save.
I disable main + patches mods. Get in game, do a save. Quit. Run Resaver to clean unattached instances. I assume doing that would get me a clean save with no trace of Harvan left.
Reenable Havran + patches mods, in game, re-purchase, got the row-boat to ship. Wheel won't work.
I don't want to start a new game. Any suggestion on how to make it works? Thx
the ship but I still cant use the wheel to get to the island. I used
xedit and looked up Havran's cell list and compiled a list of individual
cells you can COC too. An example being; "coc 00cynnfarmhouse01b"
00CynnTavern
00CynnBunkhouse
00CynnFarmhouseAlchemist
00CynnLighthouseInterior
00CynnIngioHouse
00CynnShip Interior
00CynnHavranCastleUtilityCell
00CynnFarmhouse02A
00CynnFishShack
00CynnPassage
00CynnCastleArmory
00CynnCastleInterior
00CynnCastleBarracks
00CynnCastleGallery
00CynnFarmhouseBlacksmith
00CynnFarmhouse03C
00CynnFarmhouse03A
I use these two mods
The Scarlet https://www.nexusmods.com/skyrimspecialedition/mods/2434
Haravan Castle https://www.nexusmods.com/skyrimspecialedition/mods/95896
The Haravan has its own ship [ebonrock] But is it possible/Is there a way to use the scarlet instead to go to haravan? Ive tried in the creation kit but ill admit i feel out of my depth because ive never used the tool before, its overwhelming and there's little to no direction and i feel a bit lost.
Would it be possible to make a patch for The scarlett so that it can go to haravan and can still be used as primary ship?
If someone else wants to make a patch like this, they're welcome to it.
I'll add TGCOS to the list of mods that need the patch to make this work.