I guess that the Eight Plates redesign must have been drastic, as trying the Animated patch jacks up A LOT when you go inside currently. https://drive.google.com/file/d/1WJ7lADJjnS_SOqU7qrT9TiZL51u1GDVr/view?usp=sharing
Its only there for those who don't want to use the TESCMD patcher. You can point the file path on the TESCMD patcher to whatever version of AM works for you.
But both of the patchers makes actually the same thing - turning off an original exterior of the temple: --hide-backups --exterior --id "\(-3, -1\)" None of them touches beggar's position at all.
Edit: Ok nevermind, I just noticed another code for turning him off is in old files. Still not the perfect solution, but oh well.
Seems to be incompatible with Indybank. Basically, the door to the temple's interior is far below the cell and all the npc's were below the cell. I moved this mod around in my load order and got similar problems.
I downloaded indybank to take a look and it makes no edits to to the Temple or its staff. This sounds like a dirty edit or straight incompatibility in a different mod. I put the new interior above the old one so any cosmetic incompatibilities are floating off in the void harmlessly, it sounds like something is setting the door links and npc locations back.
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https://drive.google.com/file/d/1WJ7lADJjnS_SOqU7qrT9TiZL51u1GDVr/view?usp=sharing
--hide-backups --exterior --id "\(-3, -1\)"
None of them touches beggar's position at all.
Edit: Ok nevermind, I just noticed another code for turning him off is in old files. Still not the perfect solution, but oh well.
A very good addition to the city. Making a patch for my Balmora Overhaul right now.
Otherwise, I'm removing indybank over this mod.
Edit: too bad it's not compatible with balmora awakening
Edit: I'm on OpenMW, if that might help.