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File credits
Redbag, of course, is credited for his unique and interesting Morthal mod. ( https://www.nexusmods.com/skyrimspecialedition/mods/34530 )
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Fixed Hearthfires Issues, some minor (characters being slow to move) some major (stewards being MIA)
Added walkway on north-western end of town in front of Thaumaturgist's Hut. This greatly, and I mean greatly, reduces NPC congestion and gives poor Lami a faster route to her shop.
Corrected and refitted a few out of place Civil War markers for better consistency.
Minor navmesh touch-ups to increase throughfare speed and make a more solid foundation for the current and future patches in the patch compilation.
Added two more sloped docking points for NPCs (or the player) to get out of the water should they find themselves knocked or falling into it.
Very minor decorative clutter to the town's towers and Highmoon Hall tunnel primarily, to break up the monotony of the wood a slight bit.
Version 2.5
Widened main road for easier NPC movement, as well as patching of other mods.
Edited many doorways and narrower areas to improve NPC flow and reduce then getting temporarily stuck.
Forwarded even more USSEP fixes into the original mod.
Version 2.0
Forwarded more USSEP fixes into the original mod.
Renavmeshed literally the entire town, exteriors and interiors, and widened the navmesh significantly in some places. This fixed a lot of NPC schedules, as they couldn't actually reach places they were meant to be. This is especially notable with the guards, who can now actually get to their towers. This should result in less (probably not none, but less) NPCs in the water, and far better movement, though it is still a bit tight at times. Followers of course will also navigate the town much more fluidly.
Added a few places to get out of the water where there were none, for the player and NPCs, who thus will spend less time swimming. Probably not none, but when they're ready they'll get out of the water.
REQUIRES UNOFFICIAL SKYRIM SPECIAL EDITION PATCH / USSEP
THIS PATCH WAS MADE AND TESTED ON A VANILLA SETUP
Redbag's Morthal is an aesthetically pleasing mod, but was left with a few technical problems that made it difficult to use in a normal playthrough. This mod aims to fix what I can with my (very) limited modding ability.
The amount of "work" I've done pales in comparison to the work Redbag himself put in, so definitely remember to endorse his mod.
General Hearthfires fixes for overlooked elements that honestly most people wouldn't have seen anyhow. Notably Aslfur and Pactur (that's the stormcloak steward) will properly attend their duties in the new Highmoon Hall, visit the inn every so often, and get lost when the other takes over their job (this actually took me way too long to fix and test, but I did learn about alias package data so that's cool)
Civil War markers made more consistent with the town layout. Redbag did a pretty good job with the spawn markers so there wasn't too much to change.
Final navmesh fixes and additions to greatly improve NPC pathfinding and ability to correct themselves should something random or planned push them off the walkways.
Added a short walkway over the water to create a path which has almost entirely eliminated NPC congestion from the pathways. At this point the navmesh is essentially as good as I can make it with my knowledge, and in my testing every NPC was able to each its destinations in a timely and logical way, so I'm quite happy with it.
2.5
Likely the final version as all the major breakages and issues have been fixed. Minor edits to improve NPC movement in narrower areas such as doorways. Widened road slightly to allow for easier patching of other mods.
Removed the additional esp, and consolidated the changes into a cleaned, re-navmeshed Redbag's Morthal.esp. Overwrite the one from the original mod and you'll get all the fixes.
2.0
Contains a complete redo of the navmesh, as well as removing wild edits and deleted navmesh from the original mod (via a replacer esp). This allows NPCs to reach their intended locations quickly, some were even entirely inaccessible via the navmesh, that's been corrected.
Added places to get out of the water, which NPCs will use as intended, though Skyrim AI seems to kinda like the water sometimes. But they'll come out eventually, and can much more easily find the pathways to do so.
1.0
This patch moves Lurbuk into the new Moorside Inn and he performs as you'd expect, has conversations with Jonna, all the usual stuff. This is the most important fix as Lurbuk is once again accessible for his part in quests.
Secondly and arguably as important, it restores Jorgen's Chest to an accessible location in his new home, meaning you can do the quest for Mehrunes' Razor.
It also slightly redoes the navmesh in the Inn, which allows Jonna to properly rent you the bed, instead of sprinting out the front door with your money and giving you nothing in return.
Additionally, it properly redirects dialogue conditions and random conversation conditions to the new cells of Redbag's Morthal, which means when characters are together, you'll get the interactions back. Additionally, that also means Gorm can confess his discontent in the inn, as intended.
Once again, if a mod you're using was incompatible with the original mod, check the Patch Compilation!
The goal of this particular mod is to make Redbag's Morthal vanilla ready. If there're any vanilla quests I missed, let me know and I'll see what I can do. Thanks, and hopefully it works for you :)