Skyrim

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wonderawhile

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wonderawhile

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28 comments

  1. LonelyPortrait
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    The idea of a place to store every unique item is neat, but I noticed that when I saved inside, something went wrong. I loaded up my save a short while later, and saw a message that content that the save previously relied on was missing. Huh. I hadn't disabled any mods, so I didn't know what happened. Letting my game go ahead anyway, I found myself in Riverwood's inn instead. I certainly didn't save here last time. I opened the map and scrolled over to Ivarstead, and the cellar was nowhere to be seen on the map. So, uh, I guess it's just gone now. Don't save inside. Thankfully I didn't put anything down in there yet.
    1. wonderawhile
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      That's odd, I've never had that issue before? I can try to check that out but I'm not entirely sure what could be wrong there.. Do you maybe use any mods that change how your files are saved? That is really puzzling and makes 0 sense given how that happened... Did it perhaps get disabled on accident?
    2. maxarturo
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      LonelyPortrait
      You might have disabled the mod from your mod manager.

      wonderawhile
      If you have change something in a Script from previous version to the next (using the same Script and not adding and replaceing it with a new one), players that overwrite to the next version without doing a "clean save" before re-installing, might encounter different weird issues like the one mentioned.
      Most common issue is continuous CTDs while entering the cell or activating the activator. This also contributes in corrupt saves.
  2. charlesevans77
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    I love this mod in concept and the internal design is just right, but I'm having a few problems (not to nitpick, I really was looking for just this!):

    1. What is the upgrade font for, and how do i use it?

    2. I have a Blade of Woe from killing Astrid (nobody kidnaps my mage...), but the space for the blade of woe doesn't acknowledge I have it. The same for the Dark Brotherhood armor. This also seems to be true with a few other armor/weapon items. As I type this, I wonder if the problem comes from having weapons collection mods installed or the like. They aren't supposed to alter the base files, but maybe they do.

    Anyway, thanks for a great mod!!
    1. Shadohz
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      1) The upgrade font is for leveling items that have a spawn cap. If the font is blank then it means your skills aren't yet up to par to temper them. The items include: Miraak's sword, Dragonbane, Chilrend, Nightingale Blade, Nightingale Bow, Amulet of Articulation, Mage's Circlet, Miraak's staff, Nightingale armor set (armor, boots, gloves, hood).

      2) Install the mod "AddItemMenu" (and its prerequisite mod). Disable all your other mods except this one (and the AddItemMenu mod of course). Use the AddItemMenu spell or shout to take all the weapons/armor out of the vanilla or DLC then test whether they display correctly. I just checked Blade of Woe by pulling it out of the DB. There are two versions. One of them displays correctly and the other is unchecked (at least by this mod). That shouldn't be surprising however since multiple variants of same weapons exists in game (1 might be for NPC and the other(s) for player). If you don't want to go through the rigamrow of using a menu mod then just start a new game then put the item in your inventory or use setstage to fast forward to where you can get the equipment quickly. I don't know what you meant by "Brotherhood armor". I saw no display for it. The Cicero set and Morag Tong set both appear to work just fine.

      As a matter of fact I think I can crack this open and whip up a batch file that can force all these items into inventory so I can see which ones are broken. The Miraak staff activator actually destroys the staff. lol
    2. wonderawhile
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      I am so sorry I just saw this!

      1. The upgrade font is exactly like what Shadohz said!

      2. The Blade of Woe from Astrid.... miiiiiiiight have been one I forgot and I will check that. As for the armor, it is Cicero's Armor that you get from killing him.
    3. wonderawhile
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      Shadohz, I would just like to say thank you because I was not aware that Miraak's staff was buggy??? It shouldn't be taking it out but if I'm being honest here, that and the sword were giving me an absolute headache. (Ok so all of those gave me a headache... It was just a pain to try and get right)
    4. Shadohz
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      No problem. Besides if I going to ask to use your product then the least I can do is help with it.I also exported the values out of this mod to see if I could build a batch file to auto-attach the equip to their proper location. That unfortunately would be a separate time-consuming process. What I noticed was there 283 Static values but 270 Activator values. Is this -13 difference on purpose or did you miss a few?

      I'll play around with it a bit to see if I notice any more errors.

      Update: I checked every available activator I could find. Some spots not so obvious. Anyway, all the bugged I found are reported in the Bugs section.
  3. Shadohz
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    Hello Wonderawhile,

    I'd like permission to use and repurpose your mod to be used in a companion mod, Aurlyn Dawnstone. The vision I have for it would be that the companion remove artifacts from the player's inventory and store them here as he/she enter the room. AD is a commercial-free companion mod. AD will be published to Bethesda in the future for console players but only as long it's free from the players to use.
    1. wonderawhile
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      Many of the things I used are not of my own creation, so I can not say yes to this without you including those credited at a minimum.

      Also, I am not completely sure I understand what you mean... Are you planning on taking the mod I created to put within yours as a variant or as an integral part of your mod?
    2. Shadohz
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      Variant, yes. Integral, no. I'm setting up a new home for Aurlyn and saw this mod. I thought it would make a nice addition seeing Aurlyn is a collector and she already has dialog built into her conversation for the player to remove unique items from the player's inventory. All the homes I found near High Hrothgar either were too big or would require me to rework their setup. I just happen to luck up on this after broadening my search. I have two homes picked out so which ever wins out would get MotD as an add-on. Giving credit is no problem. My concern would be the down-the-line permissions. The original authors must have marked their assets as public domain, commerical-free, and/or allow for uploading to alternate sites.
  4. LordLua
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    Very organized!

    I cant find the Ysgramors Shield Display. I Just want to know If have or not.

    Anyway, good mod.
    1. wonderawhile
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      It is there! It should be above his axe! Sometimes the things higher up on the walls like being jerks and you have to kinda angle your camera up a bit more to be able to place it!

      I'm pretty sure I uploaded a picture including it if that helps!
    2. LordLua
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      Sorry about delay

      It is there, Im blind xD
    3. wonderawhile
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      no worries!! some are a bit funky to see since I don't have "markers" for them. I thought about it but... Honestly, it was a lot just getting it all set up lol
  5. utofaery
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    1
    I am wondering if this Display includes all the thing apart from common one are setup which I meant don't need player to fiddle with placing the item on the rack or display case or somehow???

    2
    Regarding the star why not check if player has black start then show / enable black star and otherwise which means no need for 2 versions at all.
    1. Darklocq
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      Yeah, I'm also wondering if this automatically sorts/displays for you, or if it requires manual fiddling around with object placement.
    2. wonderawhile
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      1. They auto-place the items where you see them in the images (except for thane weapons that go into the weapon racks). I hadn't really finished up a good description for the mod but just wanted to try and get it done.

      2. The script I use only checks for one ID per Activator and the star has a different ID given the type. I have been debating looking into just making it an option while installing but have yet to figure that out. It might change in the future, I didn't expect this to get so popular so fast!
    3. utofaery
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      Regarding 1+2 :
      I meant Auto Update all display object and auto remove item from player to display chest
      when Auto Update display button (Activator) are activated then enable related display objects.

      (Donot directly copy this! example only)
      1a: for Display activator
      Event OnActivate()
      If PlayerRef getitemcount (AzuraStar) > 0 ;check if player has soulgem black Star
      DisplayStarAzura.Enable() ;(Static Display)
      PlayerRef.removeitem (AzuraStar, 1, True,DisplayChest)
      ElseIf PlayerRef getitemcount (BlackStar) > 0 ;check if player has soulgem black Star
      DisplayStarBlack.Enable() ;(Static Display)
      PlayerRef.removeitem (BlackStar, 1, True,DisplayChest)
      Endif

      If DisplayStarAzura.isenabled() && DisplayChest.getitemcount(AzuraStar) > 0
      DisplayStarAzura.disable()
      DisplayChest.removeitem (AzuraStar, 1, True,PlayerRef)
      ElseIf DisplayStarBlack.isenabled() && DisplayChest.getitemcount(BlackStar) > 0
      DisplayStarBlack.disable()
      DisplayChest.removeitem (BlackStar, 1, True,PlayerRef)
      EndIf
      EndEvent



      1b: Display Button (May need to add all the display since this is only example and simplied only)
      Event OnActivate
      If PlayerRef.getitemcount(BlackStar) > 0
      PlayerRef.removeitem (BlackStar, 1, True,DisplayChest)
      DisplayStarBlack.Enable()
      EndIf
      EndEvent

      1c Put a Display Chest somewhere in the cell which act as DisplayChest??
    4. Shadohz
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      You'd also have add conditions to confirm if the items are currently marked as quest items and/or if specific missions related to those items are completed. Using Elder Scrolls for example the player has to complete both vanilla and DG milestones before those items should be available for storage.
    5. wonderawhile
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      While I understand where you are coming from, do keep in mind this is my first(ish) (House mod was made at the same time) mod that would involve any sort of major scripting and moving things around. I would try doing the display chest, but I wanted for it to have the feel of putting the objects in their proper places rather than an auto dump.

      I might look into changing that, but this is a side project for me, really. I hadn't expected for any of these to get so "popular" by any means. With the two stars, I still stand with what I said before. I used the script from another modder and it works for most of my items. I didn't want to make this too script heavy by implementing extra ones for singular items.
  6. Luhemebar
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    Where is the key?
    1. yurifujimori
      yurifujimori
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      Attention to the entrance of High Hrothgar.
    2. Luhemebar
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      Thanks!
  7. Bigice5150
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    Interesting, doesn't look like a bad job with something with the creation kit at all. Most people doing this would use Legacy of the Dragonborn and while I love that mod I also get a bit annoyed because I've done the quests it has and kinda… get tired of doing them over and over again. You aren't the first though Elianora has one as well which was one of her last mods with Skyrim oldrim as well which was pretty good. So given what you did it looks pretty good. You just didn't mention in the documentation where this location is found though. That might be useful for us to find it and take a look.
    1. wonderawhile
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      I know I am not the first, and Elianora is the reason why I got inspired to try and make this, actually.

      Documentation was rushed, admittedly, because I was honestly just wanting to get this thing out because of how long I worked on it. I am working on it when I get the chance, as well as making a few tweaks here and there.
  8. yurifujimori
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    The interior is just right brightness, not too wide, not too narrow, it is a nice place to store clearly as a unique item storage location.
    1. wonderawhile
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      Thank you so much! I didn't want to make it too bright (without adding obnoxious amounts of candles) or too dark since I like being able to see things! Lighting in the CK is wonky at best so it was a bit of a struggle to start with, admittedly!

      I am glad you enjoy it!