So, more crates with more trap doors, and now the Crate Manor doubles up as a handy rapid transport system. It had long bugged me that I had these pretty self-contained homes in the style of of the major cities, and no easy way to jump back and forth between them. I must have broken it in version 1.1 but the very savegame issues to which I’d attributed the weirdness must have retained at least one working entrance, hence the problem going undiscovered.Īnyway, just restoring the doors from their inexplicable positions in limbo ( what were they doing there? Who put them there?) wasn’t good enough. However, once I’d finally sorted out my recurrent nightmare of driver problems that has caused me to cut back on my modding lately, I checked out Crate Manor. Therefore I didn’t take too much notice when someone emailed me about it. I put this down to the regular savegame corruption that causes a lot of doors to go walkies, just as they did in Morrowind. Bizarrely, the previous version had a “known issue” during testing, which was that the exterior door was missing, but if you took the Shivering Isles ‘back’ door and then exited to the Imperial City, the door would be back in its place.