Hi AndrealphusVIII, a recent version of the Unofficial CC Patch restored the Unknown 14 flag to Myrwatch cells. Would it be possible to use your mod without the "Editable Home Cells" requirement now?
I love almost everything this mod changes, except for the unique item displays (priest masks, etc). I wouldn't want to ask for another version just for that, how hard would it be to restore them myself?
Oh you should run Persistentify on this btw, when I ran out after updating to ESM flag again (I ESM flag all my mods) I noticed there were some references needing persistence
So some of the weapon racks are behaving weirdly. I have one moving a sword to a shield/weapon rack above it and for some reason Shield of Ysgamor won't properly display and instead float in the air. Also for some reason when I enter Myrwatch I slightly fall through the cell, but that may be a goof up on my end.
Also, is it possible to get rid of the Charcus outside the building? Super annoying, especially when it respawns.
This may be a glitch from the vanilla building. Saw different bugs with racks, mostly you could place a weapon but when removed the rack was dead, no more interaction. Others simply dropped weapons when entering the building. In my experience is save depending, had the vanilla one if different runs, some without mentionable bug, other with.
I've uploaded v1.5, which hopefully fixes the issue in your first screenshot:
As for the 2nd screenshot, do you perhaps use "Myrwatch - House Fix - USCCCP Patch", which is the optional file at this page. If you do, uninstall that one or use patch.
I've removed condition 3 (quest completion requirement) in the CC Fishing patch for compatibility with Fishing Reduced Cut which removes all of the fishing quests. Is this the correct way to go about it?
With this mod installed, I found Hans body right outside the gate of Morthal. I looted his corpse and read his journal and the quest proceeded like vanilla. I didn't go into the house to look at your changes.
If I have USCCCP, the Myrwatch Cell Bug Workaround, and this mod, couldn't I just load this mod after USCCCP instead of downloading the Workaround+USCCCP patch?
It's specifically the "USCCCP Workaround Patch" that's the issue. (Optional file at this page.) It adds certain activators to the new cell, which need to be removed. Otherwise you'll have floating activators overlapping other objects.
Yes, but can't I just remove that patch? Does your mod, which requires the Cell Bug Workaround, not already include a similar change as the optional file? If the USCCCP+CellBugWorkaround patch is still needed when running USCCCP and your mod, then shouldn't your USCCCP+CellBugWorkaround+MHF patch just include the changes from USCCCP+CellBugWorkaround, because you'd always need both patches when runnign USCCCP and your mod?
I cant enter Myrwatch because I have quest requirements x.x and the quest wont progress x.x
edit: throwing flames this time around, the cc quest to open myrwatch progressed lol zoning in the cell puts me in the main part of the tower not that corridor x.x
so I have to do some console unlock/locking the door back up as I enter the corridor but I got myrwatch <3 thanks for that ^^; was fustrating to figure out haha first time using your mod in this playthough
Try the following console commands: help "Note on Myrwatch"Note down the ID it gives you, it should be something like FExxxx854, the x's being custom to your load order. Then use the console command: player.additem FExxxx854 1Replacing the x's with the ones in your ID. This will give you the journal. Read it to continue.
Hello! If i already instaled Myrwatch - House Fix - USCCCP Patch from page Editable Home Cells. I need your Myrwatch - TnE - MyrwatchVaultFix - USCCCP Patch or not? I need one of them?
I've done so for Hendraheim. Are there any others that have these issues? I think the USCCCP adresses those though. You mean for my personal load order? I don't use any of the popular ones, instead I use my own, which most users would deem far too dark. For the screenshots though, I try to keep them as Vanilla as possible, to properly show the changes I made.
I know USCCCP does, but because the mod author started merging the plugin into requiring the entire CC suite and I don't use said entire CC suite (yet), I can't use it so I've been using an older mod. I still wanted to check if your TnE mods covered this fix.
As for the lighting mod, it's okay. Was curious is all. Was trying out different ones to see which ones I liked the most.
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Would it be possible to use your mod without the "Editable Home Cells" requirement now?
Also, is it possible to get rid of the Charcus outside the building? Super annoying, especially when it respawns.
I thought I disabled the Chaurus. Could you give its ID?
And you did? I didn't know because I was using another mod to remove it. Sorry.
Anyway, finally got a good look at the changes. Super loving what you did with the place.
Could you give me the ID of the racks? I'll see if there's potentially anything conflicting, same with the Chaurus.
As for the Chaurus you did disable it. I just didn't see it on the mod page so made an assumption. Sorry.
Saw different bugs with racks, mostly you could place a weapon but when removed the rack was dead, no more interaction. Others simply dropped weapons when entering the building. In my experience is save depending, had the vanilla one if different runs, some without mentionable bug, other with.
If you do, uninstall that one or use patch.
Also sorry for the constant posts.
Also which home are you covering next again?
Probably Tundra Homestead at some point.
If the USCCCP+CellBugWorkaround patch is still needed when running USCCCP and your mod, then shouldn't your USCCCP+CellBugWorkaround+MHF patch just include the changes from USCCCP+CellBugWorkaround, because you'd always need both patches when runnign USCCCP and your mod?
I use JKs CoW/ICOW I don't know wtheck is a vestibule x.x
edit: throwing flames this time around, the cc quest to open myrwatch progressed lol
zoning in the cell puts me in the main part of the tower not that corridor x.x
so I have to do some console unlock/locking the door back up as I enter the corridor
but I got myrwatch <3 thanks for that ^^; was fustrating to figure out haha first time using your mod in this playthough
help "Note on Myrwatch"
Note down the ID it gives you, it should be something like FExxxx854, the x's being custom to your load order.Then use the console command:
player.additem FExxxx854 1
Replacing the x's with the ones in your ID. This will give you the journal. Read it to continue.You mean for my personal load order? I don't use any of the popular ones, instead I use my own, which most users would deem far too dark. For the screenshots though, I try to keep them as Vanilla as possible, to properly show the changes I made.
As for the lighting mod, it's okay. Was curious is all. Was trying out different ones to see which ones I liked the most.