Skyrim Special Edition

File information

Last updated

Original upload

Created by

Soldyne

Uploaded by

TimeLord01

Virus scan

Safe to use

About this mod

ORIGINAL DESIGN BY: SOLDYNE
CONVERTED TO SKYRIM SE BY: RICADAMS (TIMELORD01)
Finally, your own private museum. Tired of not having enough space to store your stuff? need another mannequin or two? If only you had just one more weapon rack, bookshelf or storage chest. Well now you have plenty. This long abandoned museum of Skyrim is yours

Permissions and credits
Original Design by: Soldyne
Converted to Skyrim SE by: ricadams (TimeLord01)

Finally, your own private museum. Tired ofnot having enough space to store your stuff? need another mannequin or two? If
only you had just one more weapon rack, bookshelf or storage chest. Well now
you have plenty. This long abandoned museum of Skyrim is yours for the taking!
Can you restore it to its former glory?
 

The Museum is my first mod for Skyrim. It was originally created as a personal
house mod, but, as it grew and my understanding of the CK increased I decided
to share it with everyone. My inspiration for this mod comes from my need to
display all the cool things I find during my travels. this goes all the way
back to Morrowind when I took over a certain Balmora house to use as a
makeshift armory museum. 

This house mod is designed to give the player a way to display just about
anything they want to display and is based on armor, weapons and other unique
items found in the base Skyrim game. I am sure there is still plenty of room to
display many other items from many other mods as well. 

Contents: 
The Museum Armory (distributed over 4 seperate cells for optimization): 
- 60 Mannequins 
- 480 Weapon Racks 
- 18 Weapon Plaques 
- 60 Display Cases with integrated weapon racks 
- tanning, smithing, and smelting plus tons of storage 
The Museum Archives: 
- 18 interactive book cases (54 shelves = 972 total books or more with certain
mods) 
- enchantment and alchemy tables with plenty of storage 
The Museum Vault: 
- Dragon Priest mask altar 
- display cases, shelves and basins with lighting effects to make gems and
jewelry glitter 
The Museum Gallery: 
- Multiple, hand-made, exhibits 
- Forest Creatures Exhibit 
- Dwemer and Falmer Exhibit 
- Mammoth and Giant Exhibit 
- Ice Dragon Exhibit 
The Museum Curators Quarters: 
- Dinning Hall 
- Fully stocked Kitchen 
- Master Suite Bedroom 
- Storage Closet 
The Museum Crossroads 
- The crossroads is an underground connection to every vanilla player home in
Skyrim 
- Honeyside in Riften 
- Breezehome in Whiterun 
- Proudspire Manor in Solitude 
- Vlindrel Hall in Markarth 
- Hjerim in Windhelm 

GETTING STARTED: 
The main museum entry is located due East of Whiterun next to a Doomstone and
the entrance to Greywinter Watch (a troll cave). There is a map marker using
the Dwemer ruin symbol and you can fast travel there. 

The front door is locked with a leveled lock but it should be pretty easy to
open. once inside the gallery main entrance you will have to explore a little
to find the main museum key in order to access the rest of the museum. There is
also a curator's diary containing some background information. 

You should be able to load this into an existing game without any issues. I
tested this on my own saved games (level 41 after completing main quest) with
no ill effects. Some others have reported crashing when loading this into a
previous saved game but I have not been able to reproduce the effects. 

COMPATIBILITY: 
This mod obviously modifies the vanilla player homes so any mods that affect
them, may not be compatible. all I added was a small trap door in a relativly
small out of the way place in each house. I was inspired by Dovakin Hideout,
but, my implementation is very much my own. This mod should be compatible with
Dovakin Hideout as i made sure to put my doors in different spots. 

I also added some stone stairs and a small building to Wilderness (11, -2) and
Doomstonetundra01 in the Tamriel worldspace, so, any mods that make changes to
those areas may show issues. 

KNOWN BUGS: 
after interacting with the mannequins some of them start floating to the cieling
if you leave the cell and return. This is just a display bug. the triggers are
all still in the same place and will work. when you put armor on a floating
mannequin it will return to its original position and stay there (as far as I
know). 

Some mannequins have triggers that are difficult to interact with when you
stand right in front of them. Just interact with them on the sides and they
should work fine. 

If you encouter any really horrible bugs or meshing issues or places where your
character can get stuck please leave a comnment. otherwise I do not plan on
making any further updates to this mod.

there is one dragon priest mask (the one in the center standing alone) that
will not display the mask on the bust. it will store the bust and you can
retireve the mask just fine. It simply wont show as being displayed on the
bust. 

some people are reporting that certain armor pieces (like stormcloak armor) do
not show up on mannequins. 

**REVISION** 
OK, Ok, I said I was not going to update, but, I learned how to add navmesh.
Now Followers should be able to follow you into and around the museum. however,
this openned up another minor bug. When you have a companion following you
around and you leave the museum via the main gallery exit you and your follower
will fall through the stair case outside. this is not a big deal as you should
be able to walk right out or just fast travel to the museum marker. I tested
this revision with Lydia and a level 41 character. 

Other minor changes were that the map marker is initially visible but you can't
fast travel to it before discovering it. I also set all my museum cells to
never respawn (sorry if anyone lost anything before this fix). 

Hopefully, this change will not harm any current games in progress. I only
added navmesh, altered an existing marker and turned off respawn, so all
containers and items on display should be preserved.