Skyrim Special Edition

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Jayer117 and EdmondNoir

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Jayer117

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  1. EdmondNoir
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    Hey Team - Jayer117 the original mod author just made me the owner of this mod so as of 06/16/2019 please read below for the updates:

    I cleaned the mod, removed orphaned scripts, and fixed all the display cases and mannequins. Everything at this time works as expected. I have heard of a bug that appears to be a vanilla bug that can affect placed items in a display. Some users are unable to pick up a placed item after some time. I have played a couple hundred hours on this mod and so has my friends and gf but we cant recreate this bug so I cant be sure what the root cause is. The fix is very simple though. just council code the item back into your inventory and then your good.
  2. EdmondNoir
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    AE Update optional file is live - The core functionality of the mod files has not been changed so to ensure consistency I rolled back the version update from 7.0 back to 6.0-SE. The update includes a AE patch for the Creation Club fishing Add-on. Please note that the main file is required for the patch to work. The benefit of the patch is that all future updates will now also work with AE. Special thanks to user for giving me the outline and Rudy88 for helping me set up a test environment to get the AE CC Add-On so that I can review and edit out the patch for this update. Please give them both a kuddos and drop them a thank you.

    Mod page description has also been updated and the Vampire main file has also been made a main file with a clear updated description as well.
  3. Pixieborn
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    Just a note that might help people regarding being unable to pick up an item from a weapon rack after awhile:

    I've had this problem occasionally in both Breezehome and Lakeview Manor (both are stock, nothing modded).
    If the rack is bigger than one slot, try removing anything to either side of the non-working slot and then replacing them.
    This sometimes kicks the unworking slot back to working mode.

    If that doesn't work, use a positioner like Jaxonz or Decorator Helper to grab the stuck weapon, pull it away from the slot and let it drop. Then equip it as normal & try putting it back in the slot. Works for me 10/10.
    Testing with various normal (cheap) weapons on both racks, I've never been unable to use these tricks to get my weapon back, which has calmed my worry about losing unique weapons. YMMV

    My suspicion is that this happens with bad bounding boxes on the weapon; it happens with stock weapons as well as mod-added weapons, so it's some vanilla bug. It seems to happen more when weapons with funky shapes like bows, huge hammers and axes are next to the stuck weapon. Just a theory.
    1. EdmondNoir
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      It is a vanilla bug that can happen but wont always happen. Its more likely to happen if you dont visit the cell for a long time. What is happening is the "Activator" box enables itself when it should be disabled. The activator box is what you interact with when you "place" a item after a item is placed the activator box auto disables itself. In this instance on a "cell reset" even if the cell or item is not set to reset sometimes the activator doesn't get the memo or something but basically it forgets that a item was placed and therefore activates itself and covers the weapon. You are doing something to remind the activator that the weapon exists. In all honesty although you cant see the activator you could likely still select it and type the disable command to do the same thing. Otherwise you can simply use player.additem and add the item back into your inventory. Either way as I said this is a vanilla issue and doesnt always happen but can happen and its annoying.
    2. Pixieborn
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      The  weapon(s) aren't covered - I still see the weapons. I just can't select them.

      My problem is with my own enchanted weapons - no console code for them or unique weapons I got from Khajiit traders. As you say, it's a vanilla bug and it certainly *is* annoying :D
    3. EdmondNoir
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      you are misunderstanding- the activator box is not visible to you. Its invisible. Its the box that you interact with when you "place" a weapon. You can only see this box in the creation kit if you toggle invisible boxes via using the 'M' key. This invisible box will overlay the weapon so you can see the weapon but cant select it because the activator box forgot that it should be disabled. By pulling out the weapon and taking it you are effectively pulling it out from behind the activator box so that you can select it - once you select it the activator box remembers how its supposed to be set and corrects itself. You should be able to in theory select the activator box via council land disable it to remind it that it should be disabled as well.
    4. Pixieborn
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      How about kicking it? With heavy boots. Would that work? :D

      Thanks for your advice and explanation!
  4. dewayne3478
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    anyway this can work hearthfire cellars rennovated? off betheseda net?
  5. Doomcard10
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    Do you have any plans to add a fix for this mod to help it interact with the basement layout of Hearthfire Extended? If not, would you mind if I made one myself or put out a request for it?
    1. EdmondNoir
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      you can ask the mod author of Hearthfire extended but im not sure they will be able to do it. If you can make a patch yourself go for it though.
    2. Doomcard10
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      The problem is really just two small walls, so I'll see if I can fix it, never tried before tho.
    3. EdmondNoir
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      are they present if this mod is placed after that mod?
    4. viperlord
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      Not just those walls, the secret door ends up being in the middle of the room, so it, and it's frame need to be moved, as well as the buttons.
      The there are a few other walls, and ceilings, crates, hay, pelts, etc
      And that's just the items from this mod, the Extended mod itself has a stone wall that needs to be removed, and a table in the stairwell..

      I did put together a quick patch, might be still a few walls, ceilings, floors that overlap, but nothing that jumps out. Came out looking surprisingly decent for a quick hack. I did disable the alt entrance trapdoor, just couldn't get it looking decent with out doing more rework of the walls, replacing, not just disabling.. If anyone is interest I can toss it up, or send it over to add here. I did run through all 3 houses

      I did base it off the Vampire variant, but disabled the coffin, blood bottles, etc since one of the room options for Extended is a Vamp room anyway
    5. EdmondNoir
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      If you have a patch and have the permissions then post it as a mod - otherwise you will cause this post to become 100000 comments deep with people just asking if you can give them the patch. Any additional comment just asking for the patch ill remove to prevent this and direct people to PM Viperlord instead.

      *However* I also want to point out that Hearthfire extended has known defects in the mod and is discontinued by the mod author who has stated they are no longer supporting their work. That said i would recommend finding an alternative that is currently supported.
  6. RandomGuy1008
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    Hi. Thank you for such a nice mod. I wanted to let you know, I made an add-on for this mod, to accommodate some more unique items and  AE additions. It's called Unique Display Rooms Extended. Thanks again for the mod!
    1. EdmondNoir
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      thanks!
  7. S1RKNYGHT
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    Where is the display room for Heljarchen hall located? I've completely added all house expansions and cant seem to find where it is located. 
    1. EdmondNoir
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      its the same for all of them - there is a button on the left wall of the basement. Meaning when you enter go to the room on the left and find a button on the wall there that opens the secret door.
  8. noami
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    I would love to have some mannequins too around the rooms. Or meaby in another room? Would be nice to display some armors too :)

    Anyway, thank you very much!
    1. EdmondNoir
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      This mod was made to display only very unique one of a kind items - If you want to display just in general your collection of armor and weapons then I made another mod of my own that adds a sprawling armory to the Falkreath home in the north wing that allows you to collect every armor and weapon in game when you also build the east wing armory as well. Also it comes with another of other features like a sprawling library, warm lighting overhaul, optimized meshes, the ability to milk cows, make butter, and brew mead. Its also compatible with basically every hearthfire mod out there - mod is linked below:

      https://www.nexusmods.com/skyrimspecialedition/mods/88184
  9. Tovakin79
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    I found the button for the door, so that's it.Basement, turn into the room with the coffin, the coffin will be on the left side, look straight ahead and see the wall. Approach the wall closely and look to the right. To your right there will be a vertical large box, immediately behind it in the wall there will be a button activator and the button is also visible
    1. EdmondNoir
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      you got it! hidden but visible. :)
  10. NovaBlue1987
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    Great mod but i am still experiencing floating objects in the fishing area even when i use the fishing patch.

    Edit: After using it for a while i would like to see something for amulets and maybe a couple more weapon racks and mannequins for the room would be great.
  11. murrayb
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    Does this include displays for cc content like Chrysamere or Trueflame?
    1. EdmondNoir
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      its primary goal is to display unique one of a kind items main deadric artifacts, masks, and some one off one of the kind items or unique weapons - no cc content is included since its not necessarily cannon and not everyone uses cc content.
  12. NeverAGod
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    Would you consider adding Legacy of the Dragonborn compatibility? The Legacy Storage Extension Util mod works pretty well to integrate them. 
    1. EdmondNoir
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      I mean its compatible with legacy of the dragon born... you just choose were you want to display certain items - if you for some reason wanted to display them in 2 places.. which would be odd but still then just using council codes to add it to your invetory