Thanks for downloading guys! Please let me know if something doesn't work, or if you have some ideas of your own.
Q: Why it's unofficial? A: Official patches have less liberty, e. g. you use provided space instead making your own, also displays usually require unique meshes, there's no trophy displays which require ingredients as far as I know. But, having talked with SirJesto, he agreed on implementing balance changes to the official mod (once it's done, gonna take a while with NPCs, but I'm on it), while this one can serve as option to have displays, and I guess to support Fozar's Dragonborn.
Here's some current things I have planned for future updates:
- Perhaps relocating whole Hall, make it completely separate building/underground structure, so it doesn't mess with the main museum placement. I could include maybe more rooms, storage containers (working with Legacy sorting etc); - Making Falmer Loremasters stronger and maybe more rare (right now there's a 50% chance you meet them when you roll Falmer Shaman); - Taking a look at custom arrows added by Legacy (I think Ancient Falmer are kinda strong); - Possibly misc. items display, like books, ingredients (need your input); - Something with the Slighted (I was testing some improved daedric textures and even made one static mesh, it looks nice, but not sure how should I tackle them).
1.The automatic sorter from LOTD does not seem to recognize requiem added weapons (like the quarterstaff). 2.The curators companion does not recognize these either.
Try if putting actual item in the museum works. IIRC, you could either put the original item on the display or make sorter work as intended (it was broken if you had both replica and the original in your inventory, it would prefer to pick original item instead of replica).
About curator's companion.. again weird. Never had issues like that. Did you wait after new game until everything is loaded by LOTD? It takes a minute.
Nope, havent even started a playtrough yet. Just playtesting my modlist so i wont discover a game-breaking crash in the middle of my playtrough. Meaning i have not have had the oppertunity for
Anyway i tested requiem, LOTD (+ companion) and your patch with only minimal bugfixing and UI mods activated (such as morehud for curators companion to work) and then ran the reqtifier.
What i did was: 1. From the main menu, Coc over to WhiterunOrigin and wait a while (about 16 minutes as i was making lunch) for everything to load up. 2. From the blacksmith, buy an iron and quicksilver quarterstaff (as described before the CuratorsCompanion did not recognize these items). These two are without a doubt part of requiem as implied by their item ID having REQ_ in it. 3. Hopped over to the museum's west exibit hall and from that to the requiem hall. The third and fourth most left exhibits didn't have any activators to enable in the first place (no name popped up at least). I found among the displays no option for the iron or quicksilver quarterstaves either (which makes me assume they were supposed to be where the non-interactable cases are).
Have you tested other weapons, that's been always in Requiem? Like mace of Ron the Crow or something. I think some staves were not included, there's been a Requiem patch that got rid of some items, some empty displays (few on the left when you enter) are blank intentionally.
EDIT: You can also use coc dbmqa IIRC, and after a minute Requiem chest should appear on the ground in the corner. You can loot all items from there and see if they display.
It does seem like they work just fine. I'm guessing certain weapons simply haven't been displayed/patched yet (such as the mentioned quarterstaves or the iron shortsword). I think i have the skills to do so myself. In which case:
Would you mind if i make an addon/patch for your patch? I'd like to do a few edits either way according to personal preference such as re-lighting the requiem hall a bit (I find the place to look a tad bland otherwise).
EDIT: guess it wouldnt be as easy as copy paste what i see tho. WIll have to dive into the LOTD devkit for this one
Feel free to edit it if you want. Adding new items will require adding them to few form lists and then creating activators in CK + adding display scripts from Legacy Dev Kit. It's not too hard, there's documentation in dev kit as well. As long as numbers put in the script properties match form lists, it should work.
My own ended up working fine. I have it all set up and working. Only thing that doesnt work is being able to pick up the placed items after having them displaced. Or manually placing them.
About Curator's Companion - I just used their own guide on how to add it. About lists - I think you should just edit my list and add to it - that's because in Legacy patch you really have just one formlist for items and other one for references. Same with Curator - you point it to your formlist that has the items. So I think it's much easier to just add items at the end of my formlists, because you don't have to alter Legacy scripts if you do that. To give you more specific example - if you add new custom item to existing formlist as a base item, place it in the world, then place activator wich Legacy script on it that is pointing to the correct reference, then it will be added automatically, because those formlists I have are already included in some more scripts. If you add completely new formlist, it won't be automatically added in Legacy scripts. By looking at activators I have placed in the hall you should be able to see exactly how it's connected.
Still regarding TCC. I have tried to figure out how things work, but cant make sense of it.
I know at the least that a quest handler is made for TTC as you have seemed to have done, but trying to look at the properties of the script just shows that an error was encountered while loading the script.
Whenever i use this mod and go to start a new game it always makes it ti where legacy fails to install all the creation club content. So ive never been able to actually use this because it takes away those patches and idk what other ones it affects. Load order doesnt help. Only thing i havent tried is seeing if this is a conflict with another mod and only having this, requiem, and legacy installed to check but ima do that when i get home.
any fix for this, or does it replace where the CC content would be displayed?? Or anyone else encountered it at least?
Several comments below someone said that some AE content club aquariums things are not working (not issue with my mod). I tested it then with literally every paid CC content with their DBM patches, and it worked (just need to wait a bit after initializing so that the wall disappears in that special cell added to display CC content).
Having said that, it should have no business interfering.. Legacy uses their own special cell for CC displays, so it should be working.
ok, im a noob when it come to modding so bear with me please when it come to lotd i love adding whatever i can to be the ultimate hoarder so you added in Requiem - Dragonborn Patch but that's a patch for a mod not the actual mod so where is Requiem SE? like link? cause i want to add over 100 display but i dont really saw the mod beyond a list of patches mods?
Broken stats "only" I think. Display features use Requiem.esp records, but I never tested it like that. I can't see how it would break functionality.. unless base item that is used for displays no longer exists or something.
Warning: If you are using the latest version of Skyrim AE, Requiem: Be aware that this mod breaks add-on showcases (no aquariums) . It took me a day to figure it out. Learn from the mistakes of others.
Hey, what add-on showcases you're talking about exactly? I'll put it into description, but I'm not sure which exact mod stopped being compatible. Something that's been added in newest AE?
At the entrance to the hall of curiosities (the hall for additional services) there are no aquariums for fish - just a wall. By trial and error, this is fixed only by removing your mod. (The message was typed in yandex translator)
I see, I'll keep that in mind in case I update this mod. My mod does edit the hall by adding the door to an unused wall.. maybe LOTD added those aquariums later on, but even then, my patch shouldn't make them disappear, as it only adds the door. Thanks for the report.
I have no idea what aquarium you're talking about.. maybe send me some image so I know where to look exactly. I checked with and without Requiem, and Hall of Oddities looks the same, and I've never seen any aquariums except the one in Halls of Natural Science....
Good time of day. The court on the issue you do not have paid mods and the version of Skyrim you have se. I use skyrim ae with all paid mods. Such a mod as "fishing" adds fish and an aquarium for them. And a new hall of "miracles" appears in the museum, where aquariums and racks for all items added by these mods are placed. By installing and removing your mod, it was revealed that a wall appears in the place where the passage should be. How this happens, I cannot say. Your mod doesn't have a binding in the add-ons patch, but the wall was there in the old version of the patch. If there is time, I will install your mod in the assembly I have assembled and show you what the "little" trouble is. By the way, the latest version of Requiem has added new weapons, such as katanas. It would also be nice to put them out ... . PS I apologize in advance, English is not my language. The message was written via Yandex.
Well, I just bought paid content to test it for you.. and it's not my mod's issue. As I said, my mod only adds a door, so it has no way of making walls appear. But I also found out there's no bug. The wall appears there, I believe, because until all 50+ Legacy CC patches load, the wall is there to prevent displaying stuff in case you don't have specific paid content. I tested with Requiem - Legacy, and if you go into Hall of Wonders (in console: coc dbmdghallofwonderscc) and just wait until Legacy loads all its patches (tested on new game), the wall will disappear automatically.
About new Requiem - I'll see about updating it in near future, I'm aware there's been some stuff added. Maybe I should redesign the hall or something.
The "Museum" has been updated once again and I'm starting a new game. I recorded two videos . Just take a look and everything will become clear. They have one difference: your two mods. P.S. And the wall is not one...
I have no idea how it happens. I tested it on minimal load order, that is paid CC content with DBM patches, then Requiem with Requiem - Legacy. The wall that is at ~1 min in the second video does disappear for me, once all patches are loaded. Note that it takes few minutes for all patches to load on new game. I think that without Requiem - Legacy there is no wall right away, but with Requiem you have to wait until all LOTD patches load. I'll make later a video with minimal load order to show you. I tested it on newest Legacy as well (updated on 8th january).
should be up in few minutes. Wall disappears at ~1:48
Also, by the way, which two mods? Requiem - Legacy is one file. You mean Curator's companion addon? Try without it, I'm not 100% sure it works, I'll have to check it later.. but I think it should, as it's fairly simple. At any rate, it should have no business interfering with that wall.
I watched your video. To solve any problem, you need to clearly understand at least the initial data. I have them like this. I use all the latest versions of mods, I have the latest version of Skyrim AE with all the additions. I start the game with an Alternative start, choose: to appear in the port of Solitude, and immediately choose "museum". And after reading the letter, I run there. Therefore, it is a mistake to assume that something has not loaded. I cut the video. The first time I encountered "this problem" after leveling up to level 21. I fulfilled the conditions of the curator and found out that not all the showcases are available. BUT perhaps something prevents you from diving. BUT it's not easy to determine what exactly. I have a lot of mods, another +1 active and I will exceed the maximum.
Then it's a problem with your load order. As I've shown you, Requiem - Legacy does work with CC content. If you look how Legacy patches are actually loaded, you'll understand that my patch has no way of interfering with that. The wall (in this case) is usually parented to a marker that will activate once relevant patch is loaded. So, when CC patch that adds those fish loads, it will activate the marker, and it will make wall disappear. My patch has no way of interfering with that, since it adds a door in completely different location. Have you checked Museum Checklist when that bug happens? My guess is that patch responsible for those displays is not actually loading, hence the wall. Try to see if you can find those fishes in musem checklist after it all loads. If not, then something is preventing from loading that DBM patch.
I can assume that my problem is unique, and others will not have it. So maybe this is just my problem, which I solved by rejecting your mod, besides it currently requires updating. I really liked your creation, even taking into account the fact that some of the showcases were buggy. So good luck updating your creation, I'll get back to it when you're done. P.S. Just taking into account the fact that the walls appear in two places (you can clearly see in the video: these are the additions "fishing" and "saints"), there may be a conflict between your mod and the other two that affect these additions and requiem. I'm talking about mods with Nos. 64829 and 62981. Perhaps the problem is in the order of their loading with yours. But I think it's not worth being distracted by my problem - it's better to update your gym, because I remind you: there is a very high probability that my problem is unique.
I am having an issue with this mod I was hoping I could get some help with. I am running this mod as part of a Wabbajack list, Serenity 2, which is based on Requiem 4.0.1. As a result, it uses the version of this mod released in the 15th of July 2020, which doesn't include the latest fixes, and so means that the creature displays in the Requiem Hall are broken. Is there some "copy pasting" I could do to implement the fix in the outdated version, or is there just nothing to be done here? Thanks!
I'm not modding at the moment, but I think it would be best to use 5.0 version anyway and check in xEdit if some NPCs have perks that they shouldn't have. I believe that not much really changed from 4.0 in terms of adapting to Requiem changes. You could load the 5.0 patch with Requiem 4.0 and check the plugin for errors in xEdit. I don't think that 5.0 deleted things that 4.0 had before in terms of NPC perks, so.. chances are it should be compatible.
Thanks for the response. I have just given it a shot, and no obvious crashes, but the displays still don't work. I presume I'd have to start a new save for that?
And the curator's companion add-on, does that require the newer version, or should it work fine on the older ones?
If anyone having a Requiem overflow error, delete "DBM_Requiem_Patch" and install this patch instead. Now you can use Requtificator without any problems.
102 comments
Q: Why it's unofficial?
A: Official patches have less liberty, e. g. you use provided space instead making your own, also displays usually require unique meshes, there's no trophy displays which require ingredients as far as I know. But, having talked with SirJesto, he agreed on implementing balance changes to the official mod (once it's done, gonna take a while with NPCs, but I'm on it), while this one can serve as option to have displays, and I guess to support Fozar's Dragonborn.
Here's some current things I have planned for future updates:
- Perhaps relocating whole Hall, make it completely separate building/underground structure, so it doesn't mess with the main museum placement. I could include maybe more rooms, storage containers (working with Legacy sorting etc);
- Making Falmer Loremasters stronger and maybe more rare (right now there's a 50% chance you meet them when you roll Falmer Shaman);
- Taking a look at custom arrows added by Legacy (I think Ancient Falmer are kinda strong);
- Possibly misc. items display, like books, ingredients (need your input);
- Something with the Slighted (I was testing some improved daedric textures and even made one static mesh, it looks nice, but not sure how should I tackle them).
1.The automatic sorter from LOTD does not seem to recognize requiem added weapons (like the quarterstaff).
2.The curators companion does not recognize these either.
The room does still exist tho.
About curator's companion.. again weird. Never had issues like that. Did you wait after new game until everything is loaded by LOTD? It takes a minute.
Anyway i tested requiem, LOTD (+ companion) and your patch with only minimal bugfixing and UI mods activated (such as morehud for curators companion to work) and then ran the reqtifier.
What i did was:
1. From the main menu, Coc over to WhiterunOrigin and wait a while (about 16 minutes as i was making lunch) for everything to load up.
2. From the blacksmith, buy an iron and quicksilver quarterstaff (as described before the CuratorsCompanion did not recognize these items). These two are without a doubt part of requiem as implied by their item ID having REQ_ in it.
3. Hopped over to the museum's west exibit hall and from that to the requiem hall. The third and fourth most left exhibits didn't have any activators to enable in the first place (no name popped up at least). I found among the displays no option for the iron or quicksilver quarterstaves either (which makes me assume they were supposed to be where the non-interactable cases are).
I am running on the latest AE version.
EDIT: You can also use
coc dbmqa
IIRC, and after a minute Requiem chest should appear on the ground in the corner. You can loot all items from there and see if they display.It does seem like they work just fine.
I'm guessing certain weapons simply haven't been displayed/patched yet (such as the mentioned quarterstaves or the iron shortsword). I think i have the skills to do so myself. In which case:
Would you mind if i make an addon/patch for your patch?
I'd like to do a few edits either way according to personal preference such as re-lighting the requiem hall a bit (I find the place to look a tad bland otherwise).
EDIT: guess it wouldnt be as easy as copy paste what i see tho. WIll have to dive into the LOTD devkit for this one
Where can i find the devkit?
EDIT: NVM found it.
I know at the least that a quest handler is made for TTC as you have seemed to have done, but trying to look at the properties of the script just shows that an error was encountered while loading the script.
Could you tell me what i should be looking for?
EDIT: NVM figured it out
any fix for this, or does it replace where the CC content would be displayed?? Or anyone else encountered it at least?
Having said that, it should have no business interfering.. Legacy uses their own special cell for CC displays, so it should be working.
when it come to lotd i love adding whatever i can to be the ultimate hoarder
so you added in
Requiem - Dragonborn Patch
but that's a patch for a mod
not the actual mod
so where is Requiem SE? like link?
cause i want to add over 100 display
but i dont really saw the mod beyond a list of patches mods?
PS I apologize in advance, English is not my language. The message was written via Yandex.
About new Requiem - I'll see about updating it in near future, I'm aware there's been some stuff added. Maybe I should redesign the hall or something.
should be up in few minutes. Wall disappears at ~1:48
Also, by the way, which two mods? Requiem - Legacy is one file. You mean Curator's companion addon? Try without it, I'm not 100% sure it works, I'll have to check it later.. but I think it should, as it's fairly simple. At any rate, it should have no business interfering with that wall.
And the curator's companion add-on, does that require the newer version, or should it work fine on the older ones?