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'Epic' Legacy of the Dragonborn Readme


/===============================================================================\

I Introduction and Key Features I

\===============================================================================/

This Installer is designed to streamline all support for the museum and as such contains many plugins and .esp's but its designed to optimize the legacy content and its Minor load order. I know that not many people will actually read this, but still would rather have one written for those who actually do. Inside this I plan on making this easy to read and to understand should something so awry.


Museum Features
-Over 1700 displays when all Supported patches and mods are installed, Containing Weapons both unique and standard, an expansive armory, collectable items, Quest items, paintings, jewelry, and many more!
-Well over 100 Exploration, Questline, and Achivement displays making the exploration of lands of skyrim rewarding!
-Special displays for the completion of all of the main quest lines as well as certian Benchmark points
-Custom paintings that can be found or bought that help spice up the museum
-A display for all found Doomstones and Altars, allowing you to easily swap out blessings or collect new ones!
-Six fully themed Exibit halls including:
--Hall of Heroes, Dedicated to any relics that have had an influence on the land of Tameriel spread across two sizable Halls!
--Hall of Lost Empires, Dedicated to Ancient Nord, Dwemmer/Dwarven, and Falmer/Snow elf
-Track down a set of elusive relics, said to have worn by both the champion of Cyrodiil, and Pelinal Whitestrake!
--The Daedric Gallery, Securing many of the darker relics of the Daedra yet still allowing people to learn
--Gallery of Natural Science, a hall dedicated to the natural development of Tameriel, containing many different display themes
--The Hall of Odities, An exibit contianing many interesting curio's found within the the nine Holds.
--The Hall of Culture, a Place contianing much of skyrims culture
-A fully themed and operating library that also displays many of the covers of the intergrated Book Covers Skyrim!
-A book printing station for those rare books you dont want to risk
-A Personal Armory that contains well over 50 mannequins and many, many weapon displays, Hold banners and dedicated Mannequins for the hold armor itself when you become a thane, as well as a one stop sorter, putting many Jarl's personal armories to shame!
-An option for one touch Automatic display or manual display to fill the museum!
-A series of books that will lead you across skyrim and beyond to find powerful and lost relics!
-A Curator's guide that outlines all of the functions within the museum, with a wonderful internal fast travel system!
-A Basement store room with mananual activators to address incompatiblity issues
-An ancient Atmoran ruin calls, and many new guards join the ever growing collection!
-Many new artifacts from many mod authors contrubting to this project!

/===============================================================================\

I Core Files - And Primary Changelog I
\===============================================================================/

This should be straight forward choosing your texture level unless upgrading and if you are, All you would need to do is Run the newest Installer available. However if something does go wrong (Graphics,Quest,Ect..), It is recommended to re-download the .ZIP file and reattempt an install with a clean version unless you get a CRC error.
If thats the case, then I would recommend using the old fashioned method of downloading the four seperate files (The Core files, Meshes, Textures, and the Upgrades packages. Combine them into one file tree with the three files first, THEN adding in the update files, Overwriting as nessiary before creating a Zip or RAR file so that it would be recognized by both Nexus Mod Manager and Mod Organizer for a correct install. The down side to this method is that each patch will have to be installed one by one as well as cluttering the Mod list.


There is an aditional option available to more advanced modders, you can remove the Scabbards of Strider's Sword and Claymore or Claidhem by moving Claymore2h.nif, Strider1H.nif, and Strider2H.nif ...\Skyrim\meshes\weapons\Ghosu - WP1\ or into MO's similar Directory for Legacy

+================+

I Change Log V15 I

+================+

Hall of Heroes Changes
an aditional "Upper Gallery" Has been added to the routunda, causing the Crusader display, Ysgramor Relics, Gaulder's collection of weapons and amulet, Dragonborn relics, Dawnguard relics, Ahzidal's Relics, Deathbrands Relics, and all of the lower Level Armor displays. While on the lower level, the gloves and Boots cases have been moved into one of the nitche spaces. While the doorways leading to the other Halls have been expanded, causing the weapons around the doorways to be moved onto the walls.
Main Armory
Added in an Autosort Cabinet that controls the displays within the centeral Armory. The chests have been removed, while the Mannequin quick equip function has been re-enabled


Main armory overhauled!
Main armory has been modified once more and added to the main prep station for auto sorting of weapon displays! additionally a cabinet has been added which stores all of the weapons from the displays in a single place and also controls the enabling and disabling of displays. The individual chests have been removed AND the mannequin quick equip function has also been refined and added back in.

Ruins of Deepholme added!
- An ancient atmoran ruin has been found off the coast in the sea of ghosts. It remains locked and inaccessible until after the museum heist quest is complete, and then you may gain access. Once this ruin has been cleared, you can speak to Auryen about it and have the ruins outfitted as a secret repository for original relics so as to keep them safe from the general public. You also are able to now create replicas for all unique weapons and armor legacy and the vanilla game have to offer AND these items will place manually on display in the museum.

Society guard added
- Avram has made good on his word and with the help of the explorer's guild has recruited some able bodied people to help increase security at the museum and appointed a detachment to guard Deepholme. 5 new guards in all, (2 at the museum and 3 at deepholme) each outfitted with explorer society custom iconography armor. These individuals will each possess unique combat traits and will each be recruit-able as a follower. One each of 1 handed with shield, two handed weapon, magic, crossbow, and a stealth follower.

Documented quest for the crusader relics
- Created a documented quest for the relics of the divide crusader. Also deleted the original placement of the ring of sir amiel and placed it elsewhere. Edited the clue in the book to match (it's in a vanilla place where you find a book about the knights of the nine). Also added ability to the boots of the divine crusader that pacifies all wildlife while worn.

Book Replica System Overhauled
- Auryen has received a brand new stylish desk as a gift from the Jarl of Solitude. This new scribe desk allows you to transcribe copies of quest books which cannot be printed at the press in the basement. These very rare books are far too delicate to be copied in the press and must be copied by hand. (requires ink well, roll of paper, and leather.
- Replica station or scribe's desk can make 2 rolls of paper per ruined book.
- Printing press now uses Ink wells, Paper, and leather from your inventory to copy books
- Ink craft station has been retired.
- Restored all vanilla quest books to default (returning quest status)
- Scroll storage behind desk has been hidden and replaced with writing supply storage which refills every three days
*Note: there is a tiny little bug where after exiting the desk, you have no directional or horizontal controls when in 1st person view. If you switch to third and move, or jump, the problem corrects. No clue what is causing this.


- Repaired planetarium quest bug that causes the quest to glitch if you give more than one list of items to Madras in the same 24 hour period.
- Added support for Immersive College of Winterhold (adds display, manages mace of aevar)
- Moved Shalidor's cache location to be compatible with Immersive College of Winterhold.
- Removed word wall shouts from windcaller refuge
- Fixed the airship delivery quest so Rakis talking to you actually enables the airship and he actually goes away.
- Fixed Windcaller Pass excavation quest to only start after MQ104 is complete (the dragon watchtower quest which unlocks dragons in Skyrim) without this, the two dragons in windcaller refuge will not spawn if you get the quest prior to this quest being done.


- Added Falmer, Forsworn, Blades, and Ancient Nordic displays to the main armory! Also includes Immersive weapons and Heavy Armory support.
- Re-coded King Orgnum's Coffer so it works now. Also added a pedestal to the hidden treasury of the safe house which the coffer can be displayed on and will yield it's daily random gold directly into your treasury.
- Added 4 linked containers in the natural science gallery that link to food, leather, ingredients and misc so you have easy access to the most common items for fauna displays.
- Finally fixed all supported mods so they can be loaded mid playthrough properly!
- Updated support for Gray Cowl
- Updated support for Helgen reborn
- Upgraded support for Wyrmstooth
- Updated support for Falskaar (most recent)
- Full support for Wheels of lull (most recent)
- Rebuilt Konahrik's accoutrements displays and moved them into the area of the actual quest display
- Optimized all support mod script handlers and the prepstation script for better supported mod identification and will no longer throw any papyrus errors for unloaded supported mods (thanks for the help Chesko!)
-Updated the prep station to sort gems, shells and fish bowls as well as other supported displays
- Fixed duplicate safehouse key from Auryen bug
- Assigned child ownership of the kid room chests so they can put stuff in them.
- Updated test lever to add items from more display lists
- Updated safe activator to more accurately disable all displays after emptying.
- Disabled the last 2 missed excavation sites in Avanchanzel and Silent Moon's Camp. See above for fix if you already have Marassi.
- Added display for spider control rod
- Repaired Aethereal relic manual activators
- Updated all normal maps for Legacy specific resources
- Packed my missing unlit horn chandelier model
- Added display for Vanvir's Masterpiece (falskaar)
- Added mannequin to Helgen reborn display for guard armor
- Added Quest display for Undeath
- Fixed the model customization system to remain permanent between game loads (thanks Sloppy for the scripting help)
- Set all replica recipes to become unavailable after they have been crafted.
- All previously crafted replicas can be created instead at the forge, allowing the replica station to keep track of only new replicas needing to be made. Simply remove replicas from the display and replace them to trigger the change on already made items in your existing save.
- Eriana will now occasionally sell paintings and nordic and dwemer fragments and keystones
- Fixed scales of pitiless justice effect that was messing up speechcraft
- Added replica option for Hircine's ring and fixed display lighting crosslink issue.
- wrote a new handler script for the kagrumez gem display.
- Fixed the Daedric Crescent model configuration to work with Insanity's version
- Added display for Arch mage's robes in the hall of heroes


/===============================================================================\
I UPGRADE NOTES I
\===============================================================================/
Upgrade Instructions

Before begining the upgrade process, you must empty the displays from your museum. Since many have relocated within the museum in this new version and the armory has been overhauled, it is just more simple to remove the items. Paintings will remain on display even after they have been removed via the safe, so after you upgrade, simply slip the paintings back into the safe which is hidden behind the wall to the right of the door leading to the library from the main hall. Then use the prep station to automatically reload the museum.
***You must clean the following scripts using the script cleaning guide in the article tab. ones marked with an asterisk(*) are safe to completely delete from your install if you wish as they are no longer utilized in V15 and later.

DBM_QF_DBM_PlanetariumQuest_055867FC (if you have already started the quest you must console RESETQUEST DBM_Planetariumquest after cleaning)

DBM_ArmoryMannequinScript
DBM_ArmoryMannequinAltScript
DBM_MannequinRefreshScript
_mwl_orgnum
magicSetActorAlphaScript on reference XX50f560
AnvilDenCheckJusticiar
Critterspawn script on reference XX169639
DBM_QF_DBM_DestroyTGHandler_0584ABB4
DBM_SupportReloadScript
DBM_PrepstationScript2
DBM_ChrysamereModelScript*
FalskaarDisplayScript*
DBM_QF__054FA909
DBM_ReplicaTrackerScript
DBM_EnableLinkedScript
DBM_AddAllScript
DBM_EmptySafeScript2
DBM_LALKeyGive
DBM_KA_FormDisplayScript*
DBM_QF__05147D83
DBM_WyrmstoothDispItemScript*
DBM_QF__054C74B4
HelgenRebornDisplayScript*
DBM_QF__05415130
DBM_GrayCowlDISPScript*
DBM_QF__05475EAF

*** You must also use the Advanced Tab and remove scripts attached to nonexistent created form. This will remove data from your save game for objects and scripts that have been removed from the plugin but remain in games in progress.

*** Additionally you will need to remove SPECIFIC script instances of DLC2KagrumezGemScript. enter the script name in the search box of the script cleaner and scroll down. There will be 18 instances of this script. remove the 9 instances which DO NOT start with 04 or 07. They should be the lower 9 and the first two numbers will match the load order index for Legacy.

c04glenmorilwitchheadscript and OghmaInfiniumScript
also need to have the Legacy script instances removed. Each should have only 2 instance, the higher number of which will be the legacy version which should be deleted.

If you have already recruited Professor Marassi to the explorer's guild, you need to console SETSTAGE DBM_DIGSITERESET 5 so that 2 sites set back to initially disabled in V14.12's update will be re-enabled. If you haven't recruited him yet, you don't have to do anything.



/===============================================================================\

I Solitude Patches I

\===============================================================================/


This series of patches are designed to Make the muesum 'play nice' with many of the Mods that change or tweak Solitude. All that you would have to do is pick the ONE city mod that you are using, ensuring it will load BEFORE Legacy and any of these patches. While you can install more than one it is HIGHLY NOT recommended as it can cause system instablity as well as the game may choose the wrong Patch to supply the fixes.
However, within the installer there isnt simply an option for selecting none, as Legacy is naturally ready for the changes supplied by either of the JK Solitude or JK Complete City series so, if you lack any of the mods needed here then you can safely choose the 'JK Ready option' as it will not add anything to the load order


There is a few notes know about as a few mods:

-Skyrim Captial Edition, AKA Skyrim CE
Ensure that the original is loaded BEFORE running this installer as it alters a few Vanilla items that would break accessiblity to the museum

-Open Cities Skyrim
If you use this option you MUST start a NEW GAME AND SAVE as many ket quest and NPC elements will not functon with an already running game

Whats supported
- Open Cities
- Solitude Captial Edition
- Towns and Village's Enhanced
- True City
- Complete Skyrim
- Solitude Reborn
- Is JK Skyrim Ready/Used for None of the above

/===============================================================================\

I Muesum Expansions I
\===============================================================================/

This set of mods are designed to more or less add additional rooms or exibit's to the muesum, mainly focused on additional space within the hall of Odities. Please be aware of your choices as well as ensuring your Bashed Patch has the correct tags.


+========================+
I Mad Masker Patch/Addon I
+========================+
This Patch is designed to work with VICN's Mod of the same name, However the mod itself isnt available on the Nexus network but is available on Mediafire. Besides adding gallery support this patch takes many of the Lore breaking issues and makes it more immersive.

Primary Changes
- The shop has been moved from Whiterun to the 'Mind of Madness' with the Pelagius wing of the Blue Palace. You can travel back and fourth via a bedroll that is placed in the lowest room of the hall.
- Many of the shops items have been tweaked, removing the enchanted versions of masks and fully removing the more 'off the wall' items like the Mr. Krotchity suit and weapons
- Gave the mara evangelist the enchanted version of the armor and hammer of mara
- Molg bal armor can only be crafted by having the rusted version which is buyable at shop
- Enchanted molag bal armor is given to a "Zealot of Molag Bal" found inside volkihar castle

+================+
I Modular Armory I
+================+

This Micro Expansion was designed to allow for additional space, Primarily intended to allow more armory displays for Mods by adding in a stairwell within the middle of the 'Central Armory'. Be aware, there are some graphical issues as the kit itself does not 'play nice' IceCreamAssassin is fully aware of them and is in the process of fixing it.

+=======================+
I More Interesting Loot I
+=======================+

This patch is designed to allow full intergration of the More Interesting Loot mod itself, by taking many of the newly introduced unique items by opening up a small room off the side the Hall of Oddities.

+=============+
I Dovahcloset I
+=============+

Replaces the middle/second wardrobe in the master bedroom of the safehose with a clothing sorting system stand, adding 16 drawers and two activators. One will sort your currently equiped outfit into the select drawer on the menu,while the other will equip an outfit from a selected drawer. The system only handles non weapon equipment that does include shields.

However there is a few known limits of the system: Due to the script functions, any armor that provides an OnEquipped/OnUequipped will not be sorted unless it contains a script to remove the effect when the item in question is taken from the player. To help optimize the system using Script cleaner search for DBM_DynamicDisplayScript and remove from your save game.

This module is free to utilize this system within your mod by the author (Icecreamassassin) as long as proper credit is given to him. As copy of all working assets are included within the Cell _DC_ResourceCell for observation and understanding of all parts involved

+=====================================================+
I Immersive Weaponry, Armor, and Heavy Armory Patches I
+=====================================================+

These Patches you will have to choose ONE Immersive Patch and Heavy Armory Patch of these options as any other would supply redundant changes and take a coveted plugin slot unless you use Heavy Armory, then you will have to choose one from EACH list, ensuring that any of the HA patches are loaded after any of the IW/IWIA Patches

DBM_IA_PATCH.ESP - Use if you use ONLY immersive armors and DO NOT use immersive weapons
DBM_IW_PATCH.ESP - use if you use ONLY immersive weapons and DO NOT use imerssive armors
DBM_IWIA_PATCH.ESP - Use if you use BOTH immersive armors and immersive weapons

HA+IWA_PATCH.ESP - Use this option if you use all of the above patches
HA+IW_PATCH.ESP - Use this if you ONLY use IMMERSIVE WEAPONS AND HEAVY ARMORY
HA_PATCH.ESP - Use this if you use ONLY HEAVY ARMORY and plan on using IMMERSIVE ARMOR

Changes:
- Changes all blacksmith recipes added bty IW or IA of unique items create "replica" items so they seem more lore friendly
- All unique items added by IW or IA which were also added by LoTD have had their statistics balanced to how they were originally released by their original mod, and how they were provided in LoTD.
- Added all IA and IW unique items to the displays handlers so they can be manually placed on display. The items are not on the display safe item lists due to compatibility issues, so manual placement is required.
- All IA unique items held by NPC's which also were in LoTD have been removed from their LoTD "world find" chests and the chests left empty... someone has beaten you to the item
- Allowed the bellhammer to remain a rare but not unique item and added the IA version to the display for the bellhammer
- Removed the IA Daedric crescent entirely because of a better model and unique nature in LoTD and it's original mod
- IceBlade of the Monarch is in the original LoTD location instead of it's ownership in IW because of a quest in LoTD tying into it.
- Removed Daedric Lord armor as this is a unique item in Legacy

Make sure to install the SEQ files into the .../Data/SEQ folder

+===================================+
I Complete Crafting Overhaul Remade I
+===================================+

Use this patch if you need run Complete Crafting Overhaul Remade, allowing and intergrating what is needed for legacy to 'play nice' with it.

+=======================================+
I Complete Alchemy and Cooking Overhaul I
+=======================================+

Allows for the museum to accept and recognize all of the changes introduced by the mod of the same name

+=========================+
I Immersive Jewelry Patch I
+=========================+

As a note, the patch is no longer supported besides what is available within this installer, as immersive Jewelry was felt to cause too many issues with both Wyre Bash and Skyrim. This patch attempts to repair and intergrate all of the jewelry introduced.

+===============================+
I Weapon and Armor Fixes Remade I
+===============================+

fixes and intergrates many of the Legacy items into this armory system.

+===========+
I Overhauls I
+===========+

Many of the mods with this title and installer have been set up so that you would only have to make the nessary choices, although it is recommended that you only choose one as more than one could cause A great many system issues.

What this installer supplies:

-Morrowloot 4E and statndard
-Morrowloot Ultimate
-Requiem
-SkyRe
as well as a bonus patch for requiem that combines support for Requiem and More Interesting Loot!

/===============================================================================\
I Additional Patches I
\===============================================================================/

+===========+
I RS Skyrim I
+===========+

This patch supplies what is needed to intergrate the Legacy introduced child, Henry as supplied by

+====================+
I Cutting Room Floor I
+====================+

This patch allows for all of the rest of the cutting room floor mod to fully intergrate into the museum.

+===========+
I Dev Aveza I
+===========+

This patch will allow the flying airship supplied from the mod of the same name, allowing the real fully pilotable version into the game.

+=====================+
I Persistence Project I
+=====================+

This is a unique patch as this is designed to make the museum persistent across several saves. Will need to use Jcontainers

+==========================+
I Moon and Star Ring patch I
+==========================+

This mod will deal with many conflicts between the mod of the same name an legacy its self