Ok. Now I randomly encountered the issue that everyone has spoken of about the mannequins. They seem to stack the doorway. So I've tried various things in an attempt to hope and remedy this option. I tried implementing miniature navmesh islands under each one of them but was still met with failure. I tried editing their AI packages to force them to not move but then they just failed to appear at all. After that I tried saving and reloading my game and re-entering the armory cell and exiting it. And it appears that whether or not the mannequins actually stay at their editor locations or not and correct themselves rather than stand in the middle of the hall is something that is remedied completely by chance. Which to put it bluntly is EXTREMELY ANNOYING. So bear in mind I'm even experiencing your issues now. If anyone has a modder's resource or something to replace the mannequins in any way shape or form then please speak up as at some point I am willing to redo all these bloody mannequins. Or if someone has found a more permanent fix I would also love to hear it. I am deeply sorry for the inconvenience this has caused as it is very unhelpful. Hopefully I can find a fix somewhere soon. Thanks guys.
This is a game bug. It was present in Oldrim and was carried over to SE. Many have tried but there is no fix for it. If a mannequin moves and you have placed armour on it, then removing a piece and replacing it will usually cause the errant mannequin to 'reset' to its original position.
EDIT: @HolyLightning - no weapons storage? Also, (and this is not a rant, just an observation); why do authors of mods (you're not alone) that offer extra weapons and armour storage to the vanilla Hearthfire houses insist on adding features the houses come with such as smelters and smithing areas (available in each vanilla house within the cellar or outside), enchanting areas ( available in the main hall as well as in the enchanters tower) and alchemy tables (available in the main hall and in the alchemy tower)?
Well that's a long story. So originally this mod was an armory that was based off of a SAO house mod that someone I knew made. This was back when I played Oldrim. So nothing was linked to the armory other than the trapdoor to the house. When I went to play Special Edition however, he didn't want the mod ported because it used potentially copyrighted music. I wanted the armory in that I had worked on myself and myself alone so I ported the armory over and removed all the SAO resources. Which is why it is now linked to all the vanilla homes. Because originally the "Hall of Residence" didn't exist actually. Unfortunately I couldn't figure out how to rename the cells in the EditorIDs so I left it as "AAAForestHouseK4" to not mess up anything. However everything is all vanilla assets and of my creation. So technically this mod is 100% SAO asset free. Sorry for the mishap.
No problem. I just had a wild goose chase looking for this "Forest House" I saw in the SSEEdit as well as the weapons and armor. After an hour or two I just gave up and used the console, only to find, well, nothing.
Anyway, I hope the crowded mannequins bug gets a more consistent fix. Still a good mod, though
Question, where is the trap door located in Breezehome and the three Hearthfire houses? Please tell me it isn't under the Breezehome stairs or in the room where the Hearthfire basement acces is located. If it is, then I'll have to pass up on this mod since I have an auto-sorting storage room mod that uses those locations.
I will try to at some point get you pictures for the entrances to the armory. The Hearthfire ones were a little experimental as I linked the enabling of the trap doors to a certain quest stage just to get them to work so people wouldn't break their game by using said trapdoors into the areas of they haven't built the said Hearthfire home yet. If all else fails and for some reason the trapdoor isn't appearing in Breezehome, then you can open your console and type "coc AAAForestHouseK4CompanionsHallDUPLICATE001". Please let me know if that console command works as it should teleport you into the "Hall of Residence" where all the trapdoors are located that lead back to the respected homes they are linked too. If you have any further issues then please feel free to let me know.
Looks like you'll need to go into the CK and add some wall ends to those stone interior walls because you can see through the end of them otherwise this mod looks very usefull. May i also suggest adding large shelves to support those big chests if you're going to stack them.
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EDIT: @HolyLightning - no weapons storage? Also, (and this is not a rant, just an observation); why do authors of mods (you're not alone) that offer extra weapons and armour storage to the vanilla Hearthfire houses insist on adding features the houses come with such as smelters and smithing areas (available in each vanilla house within the cellar or outside), enchanting areas ( available in the main hall as well as in the enchanters tower) and alchemy tables (available in the main hall and in the alchemy tower)?
I... I don't know how to feel about that
Anyway, I hope the crowded mannequins bug gets a more consistent fix. Still a good mod, though
I'll try this mod on my next on a new character this week. Looks interesting!