Because of a problem reported by Revacholiere. I think I may have found a protentional conflict between 'any' mod that uses lua code.
I also think I have modified my code to avoid it.
New version ready for download.
I have discovered this is a potential problem with all mods that use any LUA code. I am currently updating all my lua mods to hopefully fix the problem for my mods at least.
Why is this called a museum ? Well a museum doesn't only just display stuff it also informs people about it's content.
And that is what this mod also does... there is a plaque for each display which when activated informs you about the content of that display... hence a museum.
There is also (I believe) a unique feature, this is what I'm calling self dressing mannaquins. Only the four in the curators room have this fearture. These when activated will first present you with a menu, selecting 'Swap' will do just that, swap what you are wearing with what the manneqin is wearing and vice versa.
You can also open the mannequin and add anything else you want... these items will then also be trasfered during a swap.
Hi, I would like to display some items I have picked up on my travels. This looks like a solution. I am using CS and have placed a few weapon racks around the world, in shops to sell stuff. If I put items into the musem, will they show up in normal CS? What I hope for is that the two mods are not linked. That way I get a display of items I want to keep and I cannot accidentally sell them.
I use MWSE / MGE and this is absolutely a brilliant mod! Finally SOMEONE who has visited an actual museum has built a museum mod (tossing things on tables, no matter how fancy the table, just doesn't say 'museum' to me lol). I just finished a playthrough & love every concept in this mod. I only wish it was bigger!
I'm getting ready for my first Tamriel Rebuilt / Skyrim Home of the Nords playthrough & have thoroughly scavenged this mod for scripts & assets to use in my (personal use only) house / uber-museum mod. I really hope I can figure out the scripting for the safe so I can build a greenhouse that populates as I add ingredients collected in my travels.
The scripting is a bit tricky at times but not to bad once you get your head around the ideas. Your idea for a greenhouse sounds interesting...good luck with it.
Cool mod, I am using it in every playthrough since discovering it! It reminds me of the museum in the Skyrim mod "Legacy of the Dragonborn", their scripted systems of automatically displaying the items are similar. Really good work, TheWanderer001 !
As a caveat, let me state I am not a scripter, so I may have bitten off more then I can chew here. Nonetheless, I have a technical question regarding arrays connected with this mod. Bear with me for a moment and I'll explain.
First off, how I did my testing: 1. I used a character who has just finished the game's PC generation and is standing outside the Excise Office in Seyda Neen. Generation was done with Morrowind, Tribunal and Bloodmoon only - clean save with no other mods loaded. 2. When testing the museum I made certain that all the official mods were active, as well as the required cloud storage mod. 3. All items tested that were added to the new displays were first stored in a uniquely ID-ed testing crate placed in the museum. From there I grabbed the items, then added them to the safe from inventory.
OK, now to describe the problem. After playing the mod, I wanted to add some new items for display. I poked through the various lua files using notepad and found the array that governs which items are enabled in stuff.lua. Looked simple enough to add to, even for a non-scripter such as myself. Took my time and studied how you had done things before making changes. Kept a clean backup at the ready, just in case.
It worked out pretty good... up to a point. I was able to add some missing iron items (arrow, saber, shortsword), a silver arrow the to the silver weapons display and a couple of steel weapons, all of which duly showed up when added to the safe and then vanished when removed. I then created and added new displays for some shields (shadow shield, Azura's servant, shield of the undaunted, saint's black shield) which also worked as expected.
Finally I started filling in some of the empty cushions in the jewellery display... and that's when I hit the snag. Two amulets (the Maran amulet and Arobar's amulet) refused to disable on first entry to the museum. The other eight amulets added worked fine... just those two. I went over the lines in the array with a fine toothed comb repeatedly - made sure my spelling was correct, ditto the item ID's, and the item names. No joy.
So my question is this: do arrays have an arbitrary limit to the number of entries they can have (say 255 or some such)? If so, then I'll let things be. I have a working version with just the added weapons and shields I have since reverted to. I can be quite happy using it, since there is so much else that absolutely rocks in this mod to begin with.
Thanks for taking the time to read this over. Once again, I really enjoy your work.
I think this is a great mod! Only thing for me is even w/self dressing mannequins it takes up time to manually put all the armours on them. Any plans to add an armour auto displaying version too?
It sounds like a good idea, but, what armour would you actually auto display and on which mannequin? To complicate that many armours have multiple variants.
If someone came up with a definitive list for it, then yes it would be possible, but for a moment just think about, how many armors are available in game and then add on all the mod added ones, and you are talking in the hundreds if not thousands
I don't know if this is a glitch or what. Everytime I automatically add things to the safe, the museum fills all the displays, even the ones I don't have the items for. Is there a way to correct this without having to reinstall mod?
Okay found the probable reason. There are displays for items from the offical plugins Siege at Firemoth and Helm of Tohan. If you install these then that should solve it as a workaround
I have both installed so didn't notice the problem they could cause... sorry
I will try and find a way around them not being installed though.
I redownloaded the Siege - I had the newer one download - got rid of a fast travel mod and started a new game. Hopefully it will work. I really love this concept, it's a mini, mini Skyrims' Icecreamman's museum. And what I've always wanted in this game since I played it back in 2002 when I discovered the game and moding. Thank you
I redownloaded the Siege - I had the newer one download - got rid of a fast travel mod and started a new game. Hopefully it will work. I really love this concept, it's a mini, mini Skyrims' Icecreamman's museum. And what I've always wanted in this game since I played it back in 2002 when I discovered the game and moding. Thank you
I redownloaded the Siege - I had the newer one download - got rid of a fast travel mod and started a new game. Hopefully it will work. I really love this concept, it's a mini, mini Skyrims' Icecreamman's museum. And what I've always wanted in this game since I played it back in 2002 when I discovered the game and moding. Thank you
I wanted you to know that this definitely worked. The dwarven crank no longer turns on the lights there. If you would like a suggestion, maybe add the display case for your miniatures to the museum. I started using the museum and your dressing room (for my mage things). Thank you very much for making Morrowind fun to run through again.
The crank in the dwarven room has never turned on the lights... the switch is outside on the right. Although that is a thought
As for the minitures you know you can add a display in there yourself in game? Not sure where it would fit though. Not a lot of free space. You woud probably need to remove/delete one of the mannequin stands on the backwall. or remove/delete one of the tables (including its two drawers) near the Deadric room.
I will do that, but first where do you get the stand from? I just rechecked the mod and it does not indicate where I could get it - or is it just through the construction kit?
Thank you, I found it. I just deleted the two tables beside the Bretons for the display case and to add a bookshelf to display the collectable medallions.
Unfortunately, I didn't get the pamphlet. It's not in my inventory or in the Cloud Storage box in any subsection. Is there a console command to get it?
[Pocket Display Museum] Loaded successfully. [LuaManager] ERROR: Failed to run mod initialization script: cannot open tw.tw_pocketDisplay.stuff: No such file or directory stack traceback: [C]: in function 'dofile' Data Files\MWSE\mods\tw\tw_pocketDisplay\main.lua:17: in main chunk
That file is there. Still, I'll reinstall and see if that fixes anything.
Edit: Nope. Reinstalling didn't work. The file is still in it's proper place and it's still giving the same error. I'm using Mod Organizer 2, if that means anything.
I don't really know much about MO2... I do tend to manually install (Old School ) I think it uses virtual folders and not real folders but I don't know if that effects how the lua engine handles files.
I don't really know why the file is not being found. But l'll try and figure something out though.
Maybe try putting the file in the actual folder not the linked/virtual one from MO2. Don't know if that will make any difference though.
I can't replicate this problem and so far no one else has reported it. So have no idea how else to help. Sorry
The lag should only be the first time you enter as it has to check for all the items, after that it should be fine. Unless you are running on a low powered machine :(
I'm not likely to add book sorting above the cloud storage option. Just to many books to deal with... I've added over two hundred books in my mods alone. What is really needed is a display shelf like in Shyrim.
42 comments
Which has now hopefully been fixed :)
Update available
The problem was that when this mod was loaded 'any' spell cast would transport you the player to the musem and not actually cast the spell you wanted.
I also think I have modified my code to avoid it.
New version ready for download.
I have discovered this is a potential problem with all mods that use any LUA code.
I am currently updating all my lua mods to hopefully fix the problem for my mods at least.
Well a museum doesn't only just display stuff it also informs people about it's content.
And that is what this mod also does... there is a plaque for each display which when activated informs you about the content of that display... hence a museum.
There is also (I believe) a unique feature, this is what I'm calling self dressing mannaquins. Only the four in the curators room have this fearture.
These when activated will first present you with a menu, selecting 'Swap' will do just that, swap what you are wearing with what the manneqin is wearing and vice versa.
You can also open the mannequin and add anything else you want... these items will then also be trasfered during a swap.
Self Dressing Mannequins.
https://www.nexusmods.com/morrowind/mods/50723
I am using CS and have placed a few weapon racks around the world, in shops to sell stuff.
If I put items into the musem, will they show up in normal CS?
What I hope for is that the two mods are not linked.
That way I get a display of items I want to keep and I cannot accidentally sell them.
Hope that helps
I'm getting ready for my first Tamriel Rebuilt / Skyrim Home of the Nords playthrough & have thoroughly scavenged this mod for scripts & assets to use in my (personal use only) house / uber-museum mod. I really hope I can figure out the scripting for the safe so I can build a greenhouse that populates as I add ingredients collected in my travels.
The scripting is a bit tricky at times but not to bad once you get your head around the ideas.
Your idea for a greenhouse sounds interesting...good luck with it.
Thank you for sharing.
This uses scripting that is not available for/in OpenMW.
As a caveat, let me state I am not a scripter, so I may have bitten off more then I can chew here. Nonetheless, I have a technical question regarding arrays connected with this mod. Bear with me for a moment and I'll explain.
First off, how I did my testing:
1. I used a character who has just finished the game's PC generation and is standing outside the Excise Office in Seyda Neen. Generation was done with Morrowind, Tribunal and Bloodmoon only - clean save with no other mods loaded.
2. When testing the museum I made certain that all the official mods were active, as well as the required cloud storage mod.
3. All items tested that were added to the new displays were first stored in a uniquely ID-ed testing crate placed in the museum. From there I grabbed the items, then added them to the safe from inventory.
OK, now to describe the problem. After playing the mod, I wanted to add some new items for display. I poked through the various lua files using notepad and found the array that governs which items are enabled in stuff.lua. Looked simple enough to add to, even for a non-scripter such as myself. Took my time and studied how you had done things before making changes. Kept a clean backup at the ready, just in case.
It worked out pretty good... up to a point. I was able to add some missing iron items (arrow, saber, shortsword), a silver arrow the to the silver weapons display and a couple of steel weapons, all of which duly showed up when added to the safe and then vanished when removed. I then created and added new displays for some shields (shadow shield, Azura's servant, shield of the undaunted, saint's black shield) which also worked as expected.
Finally I started filling in some of the empty cushions in the jewellery display... and that's when I hit the snag. Two amulets (the Maran amulet and Arobar's amulet) refused to disable on first entry to the museum. The other eight amulets added worked fine... just those two. I went over the lines in the array with a fine toothed comb repeatedly - made sure my spelling was correct, ditto the item ID's, and the item names. No joy.
So my question is this: do arrays have an arbitrary limit to the number of entries they can have (say 255 or some such)? If so, then I'll let things be. I have a working version with just the added weapons and shields I have since reverted to. I can be quite happy using it, since there is so much else that absolutely rocks in this mod to begin with.
Thanks for taking the time to read this over. Once again, I really enjoy your work.
It sounds like a good idea, but, what armour would you actually auto display and on which mannequin?
To complicate that many armours have multiple variants.
If someone came up with a definitive list for it, then yes it would be possible, but for a moment just think about, how many armors are available in game and then add on all the mod added ones, and you are talking in the hundreds if not thousands
So for now my 'Self Dressing Mannequins' mod is probably the best option
If you add items manually does the same thing happen ?
There are displays for items from the offical plugins Siege at Firemoth and Helm of Tohan.
If you install these then that should solve it as a workaround
I have both installed so didn't notice the problem they could cause... sorry
I will try and find a way around them not being installed though.
The crank in the dwarven room has never turned on the lights... the switch is outside on the right.
Although that is a thought
As for the minitures you know you can add a display in there yourself in game?
Not sure where it would fit though. Not a lot of free space.
You woud probably need to remove/delete one of the mannequin stands on the backwall.
or remove/delete one of the tables (including its two drawers) near the Deadric room.
The unit will respawn with the seller every 3-4 days as normal.
Good to know you found the right display solution for you.
If you have used Cloud Storaage "auto" then check in the scroll store.
Is there a console command to get it?
If you look in mwse.log (in morrowind root folder) do you see the entry
"[Pocket Display Museum] Loaded successfully."
If that is there then player.additem "tw_museum_pamphlet" 1
should give you the pamphlet
[Pocket Display Museum] Loaded successfully.
[LuaManager] ERROR: Failed to run mod initialization script:
cannot open tw.tw_pocketDisplay.stuff: No such file or directory
stack traceback:
[C]: in function 'dofile'
Data Files\MWSE\mods\tw\tw_pocketDisplay\main.lua:17: in main chunk
That says a file is missing... but it is in the download.
The missing file should be in the folder...
Morrowind\Data Files\MWSE\mods\tw\tw_pocketDisplay\stuff.lua
Edit: Nope. Reinstalling didn't work. The file is still in it's proper place and it's still giving the same error. I'm using Mod Organizer 2, if that means anything.
I think it uses virtual folders and not real folders but I don't know if that effects how the lua engine handles files.
I don't really know why the file is not being found. But l'll try and figure something out though.
Maybe try putting the file in the actual folder not the linked/virtual one from MO2.
Don't know if that will make any difference though.
I can't replicate this problem and so far no one else has reported it. So have no idea how else to help. Sorry
Meshes\gnr\gnr_vic_tapest_02.nif cannot load file in Meshes\gnr\gnr_vic_tapest_02.nif.
Will use the default object Marker_Error.NIF.
--------------------
This seems perfect for armor and weapon display.
It'd be great, if you added an optional library area where you could fill the shelves by yourself. Book jacket mods are quite beautiful.
New update file added with texture and mesh for the tapestry.
Do Museums have libraries ?
Something for me to think about for a v2.0
I also experienced quite a lot of lag in the museum. This could be lowered, if you made each room have its own cell?
Unless you are running on a low powered machine :(
I'm not likely to add book sorting above the cloud storage option.
Just to many books to deal with... I've added over two hundred books in my mods alone.
What is really needed is a display shelf like in Shyrim.