@ indycurt Thank you for your comments and compliments. The container blocking the closet door that you're referring to is part of your save game file. This mod does actually remove it, but your save game is putting it back in. I don't believe that's something I can fix, at least not through normal means using the creation kit. That's one of the reasons I recommend using the mod on a save game where you haven't furnished the cellar, because then when you go to furnish it, it would never appear in the first place.
Hey there! Loaded the mod and you did a great job with it. Just a couple of comments. I had built the lakeview home months ago before adding this mod so it already existed. However, after loading the mod I opened the "new" closet that your mod installs and there is the stone. HOWEVER, there is some kind of storage (like low drawers) blocking you from getting to and activating the stone. I didn't want to "disable" it, so I simply turned off the collision to walk through it to activate the stone. Once in the new location, I went out the back entrance to get it recognized and now I can just fast travel and not worry about going back to lakeview. So really, no big deal, but something you might want to fix in a future update? If I'm not mistaken, that low storage was part of the bins in the back of the basement of lakeview, and if I'm correct, it didn't go away.
@ WARMACHINE2009 I don't personally run the mod that you mentioned, but any mod that edits the Lakeview Cellar or Tamriel worldspace cells (25,15), (25,16) or (25,17) is likely to cause conflicts.
@ indycurt Yes, I can, and I'll update the description as well. But to answer your question: 30 Large Display Cases (with weapon snapping) 12 Small Angled Display Cases (with weapon snapping) 15 Mannequins 36 Weapon Mounts 42 Safe Categorized Storage Containers (16 of which are for alchemy ingredients - each container is labeled)
@ Xander9009 Right, but I think my point in bringing it up was simply to recommend that folks use the mod in games prior to building the Lakeview home.
I would like to point out that disabling the objects using the console does not actually delete them from the savegame permanently. They are permanently disabled, but they can be re-enabled using "prid [refID]" to select them, and then "enable". Alternatively, you might just change "disable" to "setpos z 0" (change the 0 to a number which moves it just below the floor) and then they can simply toggle collision to go below the floor to move them back up. I mean, I don't imagine it would be an issue, but they're still fairly simple alterations. Of course, if you do mention the "prid" method, you might want to list the ids of the relevant objects.
this is not compatible with the mod "Heathfire multiple adoption" http://www.nexusmods.com/skyrim/mods/29249/? who transforms the same cell in room !!!!!
8 comments
Thank you for your comments and compliments. The container blocking the closet door that you're referring to is part of your save game file. This mod does actually remove it, but your save game is putting it back in. I don't believe that's something I can fix, at least not through normal means using the creation kit. That's one of the reasons I recommend using the mod on a save game where you haven't furnished the cellar, because then when you go to furnish it, it would never appear in the first place.
Thanks for your work on this mod!
I don't personally run the mod that you mentioned, but any mod that edits the Lakeview Cellar or Tamriel worldspace cells (25,15), (25,16) or (25,17) is likely to cause conflicts.
@ indycurt
Yes, I can, and I'll update the description as well. But to answer your question:
30 Large Display Cases (with weapon snapping)
12 Small Angled Display Cases (with weapon snapping)
15 Mannequins
36 Weapon Mounts
42 Safe Categorized Storage Containers (16 of which are for alchemy ingredients - each container is labeled)
@ Xander9009
Right, but I think my point in bringing it up was simply to recommend that folks use the mod in games prior to building the Lakeview home.