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  1. icecreamassassin
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    Full Guide | FAQ | Wiki | Skyrim Classic Version | Mod Blog | PatreonDiscord | Patches

    Legacy of the Dragonborn V6 10th anniversary edition is live!

    V6 is now live and ready to go! This has been a massive undertaking for Kriana and myself and I'm glad to fi
    nally have it release. Please make sure to re-read the full guide linked above before downloading, review the change log and reference these quick updates:

    - V6 requires a NEW GAME (reality of large mod updates for Skyrim, not a choice made by us, or an option for you, your game will break otherwise)
    - V6 now has an extra dummy plugin (LegacyoftheDragonborn0.esp) which is required for loading one of the texture BSA's
    - You MUST re-download Legacy Patch Central's patches update
    - You MUST download the new Legacy Creation Club and Curator's Companion updates if you use them, they have been updated for V6
    - DO NOT use any 3rd party patches or mods for Legacy until they have been updated for Legacy V6
    - Several mods have been merged into V6 so refer to the compatibility and integrated mods article referenced in the full guide. DO NOT run these mods along with V6.

    - V6 requires _ResourcePack.ESL which was released with V1.6.1130+ of Skyrim. If you wish to continue using an older version, you must update then downgrade again so you have the resource pack and use the BEES (backported Extened ESL Support) mod in order to utilize expanded ESL support offered in Skyrim v1.6.1130+. No support on downgrading will be provided. You may have to choose between using Legacy and using something else in your load order that hasn't been updated in awhile, update the older mod to work on the new version of Skyrim, or figure out how to patch it so it does work. (See below for info on collections). Alternatively you can use Steam to download the _ResourcePack.esl on your older version of Skyrim without updating, but you still will need to install BEES referenced above. Steps are found here:

    Spoiler:  
    Show

    On windows:
    -Open steam
    -Press (Windows key)+R and type "steam://open/console"
    -Once opened, type the following and press enter "download_depot 489830 489831 8442952117333549665"
    -Wait until steam console says: "Depot download complete"
    -Go to "steam/steamapps/content" and in the folder located there you'll find some content for Skyrim, plus the _resourcepack.esl and _resourcepack.bsa
    -Use winrar or 7zip to put both .bsa and .esl into a zip/rar file. Name that file _resourcepack
    -Use MO2 or whatever you use to install that rar/7zip file.
    -Make sure you name it "_resourcepack" and place it at the top of your Mod list. (This last step isn't necessary, it's just for the sake of knowing where and what it is later on.)
    -Activate it and there you have it. No piracy, no missing out on the mod, no updating anything. Simply using steam services.


    Also remember that when starting a new game you MUST wait for all mods to initialize to have the best performance and minimize any possible issues. Legacy had a message box that will pop up when it is finished building the new lists which will take about 5-10 minutes depending on load order when you start your new game. This list builder ensures a more complete radiant list for research and fetch quests, relic location abilities and tools, etc. And also vastly speeds up the processes during the game after.

    Paid Creations Support: The Legacy team WILL NOT be providing any support for the new paid modding program from Bethesda. We provided 3rd party support of Creation Club paid content because it was a work for hire program from bethesda who curated the content, making it effectively official DLC content. The "Creations" program is merely a pay gated modding program moving the line in the sand closer in the direction of the old steam paid modding fiasco and we will have nothing to do with it. Mod authors for this content are welcome to create conflict compatibility patches ONLY and NO display support will be authorized officially or unofficially.

    Daedric Gallery Display issues: If the displays in the Daedric gallery are not accepting items or are mismatching the items being pulled for the display then you have a conflict in another one of your mods. You are either not up to date with Hall of Wonders or The Curators Companion mods, or you are using unsupported mods or patches or just out dated ones. ANY plugin which edits the museum's formlists is breaking your game. There is absolutely nothing wrong with the displays.

    Unofficial Skyrim Special Edition Patch (USSEP): MO2 particularly seems to be moving USSEP AFTER Legacy which it should not be doing. USSEP should ALWAYS be loaded as early as possible in your load order and certainly before Legacy, otherwise it will block the museum entrance with a dirty edit to a vanilla asset. You can lock Legacy and USSEP in your load order to ensure it doesn't get moved.

    Wall Blocking the way into the museum gate: Read the USSEP section right above this.

    Collections: DO NOT update to Legacy V6 manually until it has been updated for your collection. The collection curator will have to address any required patch updates and compatibility issues before you can use V6. You cannot just slap in V6 into a standing collection and expect it to work, regardless of the Skyrim version issue. At very least the curator will have to review any custom patches to ensure they are working on the new version. And again, we DO NOT support any load orders using collections.

    Dev Aveza Mod: Until further notice, the original Dev Aveza live flight airship mod is NOT SUPPORTED. We are reworking the patch and it's more involved and requires an update to the original mod by its author before we can properly patch it. Once that happens, a patch will be included in the Legacy patcher but will require a new game to use.

    Xbox: The Xbox port will take a few months for Rhaela to update. All updates on this or questions should be handled on the Discord Xbox support channel. As a reminder we do not directly support the port here and any questions need to be taken to the channel on our discord.


    CURRENT COMPATIBILITY ISSUES

    Lux Patch for Legacy
    Lux and Lux Orbis have had numerous issues with Legacy V6. Please ensure that you are up to date with their latest patches as these issues have supposedly been addressed. No support will be given for LUX users. Please take any issues of objects being out of place in the safehouse, exterior or any major light oddities to their page for support. If there are issues with the guildhouse building scene with Auryen, then you are out of date with LUX.

    Your Own Thoughts (YOT) Patch
    YOT needs to update its patch and is currently breaking the supply stash spell/crate access menu and the museum guide display planner for starters. Do not use the Legacy patch until it updates.

    Scribes of Skyrim
    Breaks the furniture options and household planner for the stuff merged in from safehouse plug. Their patch need to be updated.

    Improved Survival Mode
    If you are using this mod, you need to turn off the 'disable fast travel' option inside its INI file and use a separate fast travel disable mod. Without doing so, it will block the airship's ability to travel because it managed fast travel in a different way that interferes with the airship's temporary bypass of fast travel blocking.

    Various Dialogue Tags
    This mod's patch has not been updated for V6 and will revert any changes made for the new museum event delay presets, causing some lines to be available too early and only partially if you have increased the delay level you want events to occur in. You either should avoid using the patch or using xEdit, manually carry ALL conditions from Legacy and override their patch on any lines it has edited.


    Complete Replica Overhaul
    Not up to date for v6, will cause lists to fail building. Remove from your load order. Should not really be needed anyways.
  2. icecreamassassin
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    6.10.0 update

    See the change log for details about this update.

    NOTE: The update file for 6.9.0 which fixes the collision on a window object causing access issues in the safehouse and in spots in the museum is no longer needed for V6.10.0, it is only needed for 6.9.0. Of using 6.9.0, Update to 6.10.0 or download the file and either install as a new mod entry or merge it with your legacy install.
  3. stein00000
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    Hi, and thank you for your great work on this mod!I’m currently playing on Skyrim AE 1.6.1170 with Legacy of the Dragonborn v6.10 and Marked Treasure v2.0.5. I’ve encountered an issue where reading certain treasure maps (specifically those from LotD) correctly places a map marker, but no treasure chest appears at the marked location.For example, this happens near Bannermist Tower and Zurgund’s Den. The map marker shows up after reading the map, but when I go there, there’s no chest. This seems to only affect LotD-originated maps — vanilla and CC treasure maps seem to work fine.I’m using the official LotD patches (like DBM_CC_TreasureHunterPatch.esp), and I’ve double-checked my load order. Is there a known conflict or script requirement that I might be missing?

       Any help would be appreciated, especially regarding how LotD treasure maps are supposed to function with Marked Treasure installed.

    1. stein00000
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      Hi, thank you for your continued support of this mod.I’m running into a technical issue using Marked Treasure v2.0.5 with Legacy of the Dragonborn v6.10 on Skyrim AE 1.6.1170.When I read a treasure map that originates from LotD, the map marker is added correctly, but no treasure chest appears at the destination.I’ve confirmed that the treasure chest exists in the game (I can player.placeatme it using the correct FormID(11470D35)), but when I try player.moveto using the same FormID, I get an error that it “does not exist” — which I assume means the object has not been spawned into the world.This suggests that the event/script triggered by reading the LotD treasure map is failing to spawn the chest. Vanilla and CC treasure maps work as expected.I’m using the official DBM_CC_TreasureHunterPatch.esp and my load order has been double-checked. Is there a known script conflict, dependency, or condition that would cause this issue?Any insight or fix would be appreciated!
    2. Kriana
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      Please consult the integrated and conflicting mods list. Treasure hunter was merged into Legacy in v6, and the patch for it is no longer needed, and will in fact, break things. I'm willing to bet there's probably more in your load order that should be removed. If you have further questions, please start a support thread on discord.
  4. FMinor12th
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    lotd version 6.10, lotd patches version 6.10, skyrim v 1.6.1170.0

    white phial gets picked up by the display table, and can not be retrieved by activating it. using the safe behind keeper of secrets can retrieve it, but there is still one on display after. also, replica table cannot create replica of it, and sometimes it appears black (the handle may be unchanged)
  5. opannes
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    ok I got a question about the Gif Shop, is it supposed to be blocked of at the start of the game. I just did the 3 mandatory relic quest and I was gonna check out the shop and I'm met by a stone wall. And if I investigate the wall with the console, the last mod to alter it is the dragonborn mod it self. I'm only asking, if it supposed to be hidden at the start. Maybe not have the sign there.
    1. icecreamassassin
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      You are using an out of date third party mesh tweak mod or an out of date lux installation.
    2. opannes
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      Great, a hunting quest at 6:30 in the morning. Well, it can't be helped.
  6. Flameslinger2021
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    Why wasn't the snow elf crown from archaeology made into a wearable item? 
    1. icecreamassassin
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      Just didn't have the means to do so when I created it. 
  7. audiodef
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    A total must-have.
  8. Metal1623
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    Dev Aveza. Well done the missions in Elsewhere and recived the airship. He actually caught me in the Hall of heroes, and went out the main entrance. Never thought of it at the time but the scene with the assasin attempt then never played. Thought it was cut out in V6 so never reflected at it at the time. 
    Been to Solsteim and back, now at Falkreath and realices that the dock marker  at the explorers guild is not there. Also at any travel the player and followers are moved to the ground and NPC around start interact with us then the player is moved to the deck, sometimes with followers but mostly alone. At this point the controls to the player works, not available until trandfered to the deck. So if any enemy at the ground your dead. Understand thet it sometimes take time to move the ship to the new location as it's noe it can start a lot of conversations and issues can happen. Is it possible to do a global TAI until everything is moved to place or is it technically undoable. Love to use the ship, been using it in earlier versions. Always used the point a-b, never used the freefly.
    After a few more transfers I'm at Heljarchen. And now it's stuck. Cant reset it. No tickbox in the MCM and can plot, use wheel all text shows just nothing happen. First time we was tranfered to mid air below the guild house but after 5 min waiting I had to quit it. After this it is completly unresponsive and is stuck no matter what save I load. 390hrs into this play and realy don't wanna restart yet. Worst case I load up my last save and just skip the Dev Aveza...
  9. Werneses
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    Just wanted to say i'm glad to be playing with this mod in Skyrim again, absolute grand job.

    Although i'm curious about the choice for such interesting options such as the safehouse library only being available for the (B) section, and not an (A) section option as well. It's kinda hard to pick between having a place for the kids or having a nice library or having the bedroom for the kids.

    Meanwhile, most of the (A) furniture options beside the Garden and the Armory are not as interesting at the ones in the (B) section, or at least that's my view on it.

    Is this choice deliberate, is it on purpose? I'm very curious as to why.
  10. theloserinasuit
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    i didnt have this issue before so i have a question as this is more of a AE rather than SE thing. its not a game breaking bug but there is some mesh overlap. and i have the lotd patches installed

    in the sightless pit/abandoned cave with xribs dwarven ruin. after you use the elevator to get the staff and spawn into the abandoned cave. there is some creation club content that mixes with the elevator and you have a enclosed tunnel.

    you can tcl through it with no issue but is there a patch page for creation club stuff?
    1. AlmightyRevan
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      There is a page for CC patches, but you would have to make a new game if you choose to install the patch(s) to your game.
    2. theloserinasuit
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      Thank you for the reply. I'll do just that then. I played about 8 hours of stuff, some custom quests armors, weps, followers, and had my fill and removed  a third of what I messed with. And found what I need patches for. Lotd being one of them. Thought my game was good then wham. Once I got the CC installed, it's a whole new game to patch xD
  11. TheFatCat97
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    I'm having an issue where after giving the Vigilants of Stendarr the daedric replicas I can't interact with with any of the daedric displays I placed before finishing the quest. 

    I'm still able to place/take artifacts I've found afterwards, however. 

    Any help would be wonderful! 

  12. Pejman
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    for some reason I often have forgotten caches (mostly nordic and fossil ones) that spawn in unreachable places (usually under rocks or slightly bellow ground). I guess it has to do with how they get spawned (and dwemer ruins being very flat I almost never have this issue there)
    1. AlmightyRevan
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      Yeah, it's a new thing for V6. A very nice addition, I might add.