~~~READ THIS FIRST BEFORE MAKING COMMENTS!!~~~ Fixed all mannequins. Fixed all but middle weapon plaque (still puts weapon down low, but still perfectly usable). Removed all Dragonclaws. Fixed wall in basement. Added Basement navmesh. Added exterior Tower to match interior armory. NOTE: SSEEdit still reports "deleted navmesh" but actually looking at the record, IT IS HEARTHFIRES.esm that deletes, not my mod. NO MORE UPDATES to this mod. ONLY in the new All-In-One., which adds a few more tweaks and details.
after checking with conflict detector in modmanager there seems to be no conflict, so i guess it's all good to go...your mod did removed the chimney of Breezehome though, replaced by the mannequins place, but don't get me wrong, it's not a big deal..... But it's just the fact that you placed a fireplace without a chimney, also for the litlle oven wich requires a litlle chimney, i know it's only a game, but litlle things like that brings a bit of realism in a fantasyworld....and i know even Bethesda did'n't do it all the way, but that is why modders are such wonderfull people, they do magic even with the smallest things...... GRTZ and endorsed, have to wait to vote.....
Thanks. I made the changes I wanted and can't please everyone, and it's unrealistic to try, so decide if what you like is more than what you don't like.
This is a fabulous home! The containers and organization are amazing! Wish the mannequins worked, do you think that might happen at some point? Anyway, thanks much for making this available!
Hello, good job, but I have a question .... What action do the claws of the armory have? When I place a claw it tells me a comment that I don't have the right object. Armory mannequins are not activated. I activate them, the error is as follows: "Reference / Base Object / MannequinActivateTrig" is missing in the "Primitive / Collision layer" tab is missing "L_NONCOLLIDABLE". That command is not there, I had to remove the originals and put new mannequins and then they work correctly
35 comments
Fixed all mannequins. Fixed all but middle weapon plaque (still puts weapon down low, but still perfectly usable).
Removed all Dragonclaws. Fixed wall in basement. Added Basement navmesh.
Added exterior Tower to match interior armory.
NOTE: SSEEdit still reports "deleted navmesh" but actually looking at the record, IT IS HEARTHFIRES.esm that deletes, not my mod.
NO MORE UPDATES to this mod. ONLY in the new All-In-One., which adds a few more tweaks and details.
is this compatible with farmhouse chimneys ????
Great mod btw..
Greetz from Ninove, Belgium
But it's just the fact that you placed a fireplace without a chimney, also for the litlle oven wich requires a litlle chimney, i know it's only a game, but litlle things like that brings a bit of realism in a fantasyworld....and i know even Bethesda did'n't do it all the way, but that is why modders are such wonderfull people, they do magic even with the smallest things......
GRTZ and endorsed, have to wait to vote.....
keep up the good work, like the way you thinking...
GRTZ
(how to attach images here?)
What action do the claws of the armory have? When I place a claw it tells me a comment that I don't have the right object.
Armory mannequins are not activated. I activate them, the error is as follows: "Reference / Base Object / MannequinActivateTrig" is missing in the "Primitive / Collision layer" tab is missing "L_NONCOLLIDABLE". That command is not there, I had to remove the originals and put new mannequins and then they work correctly
It's W.I.P : Armory Mannequins are not activate...Just like a human.....very horrible ...
Looking forward to the next update.