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Duo Dinamico Aka RandomPal and Vegetto

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Vegetto88

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111 comments

  1. RithisAlrathith
    RithisAlrathith
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    Suits a goddess indeed
    1. Vegetto88
      Vegetto88
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      Thanks!
  2. Folcro
    Folcro
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    One of those mods I never knew I needed. This is absolutely stunning, a true testament to the vainest of the false gods.
    1. Vegetto88
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      Thanks! 
  3. Kursings
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    Im on openmw, the lights from a short distance only turn on as i get close
    1. Vegetto88
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      It is an engine limitation,  not much I can do about it without removing the lights.

      You can try to:

      Set your light limits in openmw to 64:  https://modding-openmw.com/getting-started/settings/
      Try the MGE-XE version on Openmw, I subdivided objects in there, to accommodate MGE-XE which has even a lower lights count.


  4. cantorsdust
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    The banners hanging on the wall written in Daedric are flipped backwards.  I wouldn't have noticed before, but I taught myself to read Daedric this playthrough and now I can't unsee it.  Beautiful room otherwise!
    1. Vegetto88
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      Hi! I'm, not really into daedric alphabet, so indeed it might be! Are you able to send me some screenshots of the ones that needs flipping?
      Thanks!
    2. cantorsdust
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      Thanks for replying.  The short answer is all of them.  You can refer to the UESP page to look at the reference letters.

      From left to right, the banners read:
      "COUNT ONLY HAPPY HOURS"
      In this one it's most obvious that the first H is reversed (although interestingly that makes the second H backwards?).  Other obvious examples of reversal are the N and T in COUNT and harder to see but the L and Y in ONLY, the A and Y in HAPPY, and the U, R, and S in HOURS.

      The middle banner is
      "LEARN BY SERVING"
      The L is obviously reversed and is what made me notice it at all to begin with.  This banner is easiest to read and all the letters are clearly reversed.

      The last banner is
      "COMFORT IS GIVEN JUSTICE IS TAKEN"
      Again the G and the T are most obviously reversed.  The J can be written either way.  The M and F are harder to see but are reversed.

    3. Vegetto88
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      Thanks  for the clear explanation, is fixed now!
  5. Felik12
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    All is underwater, mod is broken. 
    1. RandomPal
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      All is fine, it's just your game that's broken.
  6. Championgoatherd
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    This mod looks great, unfortunately it won't work for me. Going in through the central door from the reception area I end up underneath the floor of the room together with the hands and almalexia. I can noclip to end up inside the actual chamber but can't restore the npcs to their original location so I had to remove the mod. 
    1. Vegetto88
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      Really sorry but is not the mod. You might have a conflicting mod installed that is creating this.
      Check your mod list and the load order.
    2. RandomPal
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      Keep also in mind that this requires a new game, or at least to not have already visited the cell.
    3. Chresones
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      Ran into identical problem. Though resetting game indeed raised the Hands to correct original Z-position, 'coc' command still placed me under the floor which indicated some sort of positioning problem + water bug/incompatibility remained (I presume it also has something to do with original Z-positions / water level).

      Anyway, thanks for Your work! The chamber is indeed pretty nice & I wish I could leave it installed 
    4. RandomPal
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      The coc position is fixed so it's not and indicator of buggy behaviour.
      The water level is also not a bug, it's just easily overwritten by other mods.
  7. Chresones
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    I keep appearing beneath the floor along with Her Guards no matter what I do with my mods . Sadly but I guess I'll have to pass on this nice mod... :(
    1. Vegetto88
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      I will never emotionally recover from this 
  8. AnDE42
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    So, anyway, how do I fix the water problem?
    1. Vegetto88
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      If your water is not there, even if you use the water fix patch as last esp to load, it means you are using a multipatch esp from Wryemesh or a delta plugin from (https://gitlab.com/bmwinger/delta-plugin/-/releases). Check your load order if you have any of the above.
  9. guillerus
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    Great mod, lovely addition just like your less empty cantons of vivec.

    On another note: I suffer the water problem and I'm wondering if anyone here knows the solution or at least the cause, because it happens to a couple other cells in my modlist and I can't understand why. Even when I place this mod and its fix at the bottom of the list, the water never shows up (the static fix works though).

    For the record, I use OpenMW and supposedly nothing that changes water levels or that alters Mournhold's High Chapel. Sorry if this is not the appropriate place to post but google has nothing related to missing water levels in some interior cells, first time I've seen the problem discussed is here. Thank you.

    FIX EDIT for others: disable and rebuild plugins that merge things in your mods as water levels may be treated strangely.
    1. Vegetto88
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      What version of OpenMW are you using? And in this case, is 0.49 the latest release? Since you saying is happening on multiple cells I start thinking might be a bug in that version itself for water in interiors.
    2. Citadel535
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      I am using OpenMW 0.49 as of a few days ago, if you can let me know some of the problem cells I can try it on my install to try to confirm it.

      I too suffer from the missing water bug but I'm only aware of this mod doing it. I think the recent builds changed the clean up logic of some elements in a fix that may have had unintended issues a few days ago.

      Update: It looks like it may be the newer OpenMW, I ran it in 0.47 the latest GA release, and the water is there.
    3. Vegetto88
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      Had the feeling...I'm in the previous version of 0.49 and was working but the new one must have this little bug.
    4. guillerus
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      Sorry for the late response but I discovered the issue. Turns out it has little to do with OpenMW versions or the mod, but with patchers/mergers.
      I had built Delta Plugin (an object merger https://gitlab.com/bmwinger/delta-plugin/-/releases) before installing this mod which for some reason doesn't override the cell but does override the water level and sets it as the original.

      Thank you for offering help nonetheless.
    5. Vegetto88
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      thumbs up!
  10. Oblib
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    Hi there !

    There is an incompatibility with Art of War Museum ; The main used room is misplaced and everything’s screwed lol
    Seems like it uses the Original’s Alamexia’s chamber, but apparently that’s the only issue ! So I wonder if it would be possible to «simply» make it keep using the original room ? Or if a patch needs to be done… I played a bit in CS myself, but mostly not knowing what I do, result is a bit wobbly x)
    It would probably make more sense to ask Painkiller97, the other author, but being a way older mod I may have more chance asking here.

    Anyway, thanks for the mod ! I’m not at Almalexia yet ^^ But seems lovely seeing from here ! 
    1. Vegetto88
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      Man, I'm sorry but I'm not going to make a patch for this specific mod.
      As you said it uses the original chamber quite a lot.

      My suggestion would be to use the enchanted editor and remove the Almalexia chamber cell from the Art of War Museum mod and save.

      https://web.archive.org/web/20211106215829/http://mw.modhistory.com/download-37-1662
    2. Oblib
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      In fact the museum don’t do anything to Almalexia’s chamber, it simply uses the same room model.
      I wonder if it’s technically possible, while using your mod, to make the museum still use the old model ?
      Maybe I can somehow make a copy of it, from the game, name it differently, and make the mod use it ?

      Thanks for your answer.
    3. Vegetto88
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      In such a case, I think that if you restore the original mesh of the chamber and use the MGEXE version, you will be fine!
    4. Oblib
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      Not sure I understood ^^ And for MGE, I am playing with OpenMW.
      But I just noticed something, the model you use for the chamber doesn’t seem to share the same name as the old one ?
      If it’s indeed the case, then I don’t understand why the museum uses it instead of the old model, already !
      I’m baffled, but sadly, at least, that probably mean that what I thought could be done definitely can’t anyway…
    5. Vegetto88
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      They are using the same ID...if you change it, it will work!
      Open the Art of War Museum in CS, in the left panel, in the tab "Statics", find "in_MH_temple_01"".
      Double-click it. Change the name to find "in_MH_temple_00"".

      It will ask you to change the name or create a new object, change the name and you should have made it.

      I did not realize I actually did not change the ID. When I have time I will do this myself nonetheless.
    6. Oblib
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      Ah ok, I was misunderstanding the « world to mesh » relation as it’s the same as « nif to texture » ^^
      But this time it’s not simply a matter of file name.

      So yes, theoretically, I can indeed make the museum use the old model while still using your mod and its new one ?!
      I need to better understand how CS works, I’ll try ! Thanks for your time and answers.

      Edit : Done ! Fantastic. So, «patching» took one minute, cutting the time needed to understand CS lol. Makes me think that it’s maybe preferable, sometimes, to add stuff rather than modify it, seems like a pretty simple solution to limit compatibility issues between mods.
    7. Vegetto88
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      Is fixed now!