This might be a dumb question, but could a version of this that just changed the portal into the staircase without the other changes be made? I'm already living in the house on my current playthrough, and I don't want to break functionality of the house or worse. I just like the idea of a staircase more than the portal. Thanks in advance.
If I'd change the portal into a staircase it will probably still break when being installed on an existing save, since the portals are persistent refs.
I see. So it would break being able to get to the second floor or something like that? Oh well, I can deal with a portal or I'm not actually super far into that particular playthrough, so if I started a new game, something like that could work? I only plan on using this house as this mage/witch character I'm currently using, so for my other characters, it doesn't matter if the house is broken. No biggie if not. Thanks for the reply anyway.
You could try a complete reinstall of the CC content + this mod, using the clean save method:
1. Make a backup save, in case things go awry. (make sure you're in an interior, that is NOT Myrwatch.) 2. Exit the game. 3. Uninstall both the CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) and any other relevant patches. 4. Go back in game with both the CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) AND the patches UNINSTALLED. 5. Make a save. 6. Exit game. 7. Clean the save you made in step 5, using Fallrim Tools. (If uncertain how, please look up some guides.) 8. Go back in game and load the cleaned save. 9. Wait about a minute for the scripts to properly update. 10. Make another save. 11. Exit the game. 12. Reinstall CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) and the patches. 13. Load the save made in step 10. 14. Profit? If everything is well, you'll be able to redo the quest from scratch and proceed the way you should have.
This is the only known way that has been proven to work, if you install in an existing game.
That sounds like a lot more than I'm willing to do for the sake of some immersion. Maybe someday if I'm in the mood, I'll give it a shot. Or as I mentioned, I'm not very far into that character, so I could just start a new game with the same character( I have her preset saved in the racemenu presets tab) so not a huge deal. Thanks for the reply.
I like what you have done with Myrwatch here! Myrwatch does feel a lot like a pocket dimension more than a wizard tower, which is a shame as it is my favorite base game/CC home.
A potential future idea, feel free to use it or disregard it: I have always found the exterior landscaping of Myrwatch to be weird, like it is under an overhang and built into the rock face, and not on a rise? Kind of weird for a wizard tower-themed home. If you were going to do more with this mod, consider moving Myrwatch to be re-landscaped, so that it is on a rise and not awkwardly shoved under the rocky overhang nearby. Again, feel free to use or disregard as you like. Great mod!
while i appreciate no being able to skip a bunch of steps to get access to certain crafters, a 20k price tag for a stripped down version of myrwatch feels very odd to me. again i understand the reasoning, but i think it might be fair to make a compromise and allow us to purchase at least basic versions of crafting stations in myrwatch, even if they are also expensive. i hope my tone hasnt come across as rude, as that is not my intention
The basic crafting stations you can craft without doing any extra quests. I might also make them as buyable, so the player can either craft or buy them. However, for quest-locked crafting stations like the Staff Enchanter; I have no plans to change those.
So, I might just be dumb, but how do you stop the random spawns being in your house and potentially killing you and messing up all the clutter? I know and expect the original ones, but I have had more since? Is this just a thing that happens? Is there a broom hidden somewhere that cleans up all the mess afterward if it is?
Ran into this as one of the mods in a collection I'm using, and I have to say it's one of the odder housing mods I've ever run across.
I agree that not every house needs every crafting station, but some kind of access is usually available. In this case, Morthal is pretty far away and lacks a lot of basic amenities. Adding the vestibule and staircase means you have to go through two loading doors to get to each room, or four to get from outside to the upstairs. That's a lot of loading. Removing all the unique storage is fine, but the replacements aren't very interesting. You now have a mage tower with a second floor mostly dedicated to showing off weapons.
Honestly, and I hope this comes across as constructive and not hostile, this mod changes Myrwatch from an OP house in an inconvenient place to an inconvenient and expensive house in an inconvenient place. I'm not sure why I'd want to use it, unless I really, really wanted a mage's tower with lots of weapon displays, which I don't. I tried going to Tolfdir and demanding my money back, but he wouldn't even discuss the subject with me.
About the loading screens, I can understand that. I may be willing to fix it, but I'm not sure how, since there are no meshes that properly fit for this purpose and I had to make due with the meshes I had. I could attempt to use Blender, but I'm not an expert on that. The vestibule was needed to block access from the initial home. The staircase was added to prevent the magic teleporting door I didn't like.
About the crafting stations, what I could do as an alternative, and I have been considering, is to be able to buy the missing crafting stations in Morthal and they'll be placed at those spots in the house. (without any of the rare ingredients though) That, or craft them "hearthfire style".
If you have suggestions what I can replace the weapon displays (on the second floor) with, I'm interested to hear them.
Honestly, and I hope this comes across as constructive and not hostile
Don't worry, I didn't find it hostile. I'm open to criticism to improve the mod. In fact, thank you for your feedback.
In v1.2, I've addressed several of the issues you mentioned.
The staircase and vestibule are now connected to the rest of the 1st floor and no longer have loading screens. Same for the 2nd floor and the hallway to the balcony. I've removed some weapon displays on the 2nd floor and used the space for crafting stations that can be placed HearthFire-style. Refer to the mod images to see the changes.
If you have more ideas what to replace the remaining weapon displays on the 2nd floor with, feel free to suggest them.
Thankyou for the options you've added. I would like to suggest an optional download for keeping the original teleport doors instead of the staircase. It's very dark in there and is a little inconvenient to use in my opinion. Also, it is a mage tower. Stairs are for lesser beings. Lol.
Further on this, and of less importance... What is a chance of an option for a casket as opposed to the main bed?
This is pretty neat, but man I should have read the description carefully before installing. For me, the main two selling points to Myrwatch were its ultra convenient Allforge and its curated trophy placements; for those things, I figured the extra work and the steep 20000 price tag were worth working towards from a fresh save.
So it was hilariously ironic when I finally stepped foot inside this enhanced Myrwatch to find that the only two things I cared about were removed. That's not a critique against the modder; like I said, this is still pretty neat for a true mage role-player. But let this be a cautionary tale for impatient people (like myself) who fail to read the tin before devouring the contents.
Do you know how a patch for lighting mods like ELFX Shadows would be created for this?
Edit: Nvm I think I know. The mod doesn't directly conflict with ELFX Shadows so it'll just be a consistency patch between the two. At the most probably requires loading up Creation Kit and editing light values.
You made the most hated home imo into one of my most embraced home. It would be even better if you're able to stitch the first floor & workshop cell together to eliminate one loading screen between the main & balcony.
Q: Is this compatible with <insert mod>? A: I don't know by heart. You might need to check yourself.
Q: Will you make a patch for <insert mod>? A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)
142 comments
1. Make a backup save, in case things go awry. (make sure you're in an interior, that is NOT Myrwatch.)
2. Exit the game.
3. Uninstall both the CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) and any other relevant patches.
4. Go back in game with both the CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) AND the patches UNINSTALLED.
5. Make a save.
6. Exit game.
7. Clean the save you made in step 5, using Fallrim Tools. (If uncertain how, please look up some guides.)
8. Go back in game and load the cleaned save.
9. Wait about a minute for the scripts to properly update.
10. Make another save.
11. Exit the game.
12. Reinstall CC Myrwatch plugin (cceejsse002-tower.esl) AND my mod's plugin (Myrwatch - Tweaks and Enhancements.esp) and the patches.
13. Load the save made in step 10.
14. Profit? If everything is well, you'll be able to redo the quest from scratch and proceed the way you should have.
This is the only known way that has been proven to work, if you install in an existing game.
A potential future idea, feel free to use it or disregard it: I have always found the exterior landscaping of Myrwatch to be weird, like it is under an overhang and built into the rock face, and not on a rise? Kind of weird for a wizard tower-themed home. If you were going to do more with this mod, consider moving Myrwatch to be re-landscaped, so that it is on a rise and not awkwardly shoved under the rocky overhang nearby. Again, feel free to use or disregard as you like. Great mod!
However, for quest-locked crafting stations like the Staff Enchanter; I have no plans to change those.
So, I might just be dumb, but how do you stop the random spawns being in your house and potentially killing you and messing up all the clutter? I know and expect the original ones, but I have had more since? Is this just a thing that happens? Is there a broom hidden somewhere that cleans up all the mess afterward if it is?
Thanks.
To clean up the mess I recommend using this mod.
I agree that not every house needs every crafting station, but some kind of access is usually available. In this case, Morthal is pretty far away and lacks a lot of basic amenities. Adding the vestibule and staircase means you have to go through two loading doors to get to each room, or four to get from outside to the upstairs. That's a lot of loading. Removing all the unique storage is fine, but the replacements aren't very interesting. You now have a mage tower with a second floor mostly dedicated to showing off weapons.
Honestly, and I hope this comes across as constructive and not hostile, this mod changes Myrwatch from an OP house in an inconvenient place to an inconvenient and expensive house in an inconvenient place. I'm not sure why I'd want to use it, unless I really, really wanted a mage's tower with lots of weapon displays, which I don't. I tried going to Tolfdir and demanding my money back, but he wouldn't even discuss the subject with me.
The vestibule was needed to block access from the initial home. The staircase was added to prevent the magic teleporting door I didn't like.
About the crafting stations, what I could do as an alternative, and I have been considering, is to be able to buy the missing crafting stations in Morthal and they'll be placed at those spots in the house. (without any of the rare ingredients though) That, or craft them "hearthfire style".
If you have suggestions what I can replace the weapon displays (on the second floor) with, I'm interested to hear them.
The staircase and vestibule are now connected to the rest of the 1st floor and no longer have loading screens. Same for the 2nd floor and the hallway to the balcony.
I've removed some weapon displays on the 2nd floor and used the space for crafting stations that can be placed HearthFire-style.
Refer to the mod images to see the changes.
If you have more ideas what to replace the remaining weapon displays on the 2nd floor with, feel free to suggest them.
Thankyou for the options you've added. I would like to suggest an optional download for keeping the original teleport doors instead of the staircase. It's very dark in there and is a little inconvenient to use in my opinion. Also, it is a mage tower. Stairs are for lesser beings. Lol.
Further on this, and of less importance... What is a chance of an option for a casket as opposed to the main bed?
Thanks.
You mean a chest?
So it was hilariously ironic when I finally stepped foot inside this enhanced Myrwatch to find that the only two things I cared about were removed. That's not a critique against the modder; like I said, this is still pretty neat for a true mage role-player. But let this be a cautionary tale for impatient people (like myself) who fail to read the tin before devouring the contents.
Did I do something wrong with the installation or is this intended?
Edit: Nvm I think I know. The mod doesn't directly conflict with ELFX Shadows so it'll just be a consistency patch between the two. At the most probably requires loading up Creation Kit and editing light values.