This is an absolutely wonderful mod! It will never leave my load order. Thank you! I'm wondering about https://www.nexusmods.com/skyrimspecialedition/mods/68905 and https://www.nexusmods.com/skyrimspecialedition/mods/74671, and whether they are compatible. I'll post on those pages as well, but they seem like they should work together! (sorry the hyperlink wasn't working)
I am guessing they will conflict as this overhaul repositions pretty much everything in both the east and west wing. You could try running it all together, and maybe by adjusting the load order you can get the desired results but having not explored those mods I can't say for certain
This has now been updated, and hopefully the LOTD team will be taking the changes in moving forwards though I have not heard back from them for a while now.
I have mannequins in flower pots and carpets on top of each other. I cant tell what mod is overriding but when I looked in loot the only mods that overwrite the east/west wing cell is mannequinmadness and the armouryaddon mm patch.
The changes you have made look so good and I really want to use it. Most of the weapon racks are in the wall. The mannequin madness cells are still plain (I know you didn't make the patch). I tried your mod without the MM patch and the SFCO patch but racks are still in the wall.
I have the MM patch loading after the main patch in the left panel of MO2. Should I have merged the patch into the main file?
It could be user error causing this since I don't see any comments from others. Maybe you could give me some tips so I don't have to give up your beautiful work? The armory looks so plain since I've seen your beautiful work.
I'm endorsing anyway since it's so nice and I REALLY want to use it. Thanks for making it!
EDIT: I tried just the main file and still had the weapon racks and the shield racks in the walls. There are some racks that show parts then sink into the walls. I have only one shield rack visible and it isn't centered. I'm not sure what I'm doing wrong.
I'm honestly not sure either. Maybe something else in your load order is reasserting the original positions? These are persistent references which means they can be problematic to update on existing saves, but I can only go from what I see myself and that is everything moved correctly when the mod was applied.
The MM patch replaces the esp from the main file, so whatever you have to do with MO to make it do that I guess (sorry, I don't use that myself), but only opens up the two end alcoves to accommodate the MM doorways so should not be affecting everything else even if not installed correctly.
If I had to guess, I would say you have something else overwriting the records and putting them back to their original positions. Dropping this mod to very end of your load order (even temporary just to test) would answer that. Suggest settling that issue first and then looking at the additional patches once you know it is behaving correctly.
I had the same problem and i just figured out that it came from Snazzy Furniture and Clutter Overhaul SE try disabling that if you have it or you didn't activate the patch for it
In Lexy's guide, make sure SFCO - DBM_ArmouryAddon.esp is loaded AFTER Snazzy Overhaul Patches Merged.esp, or if rolled into the merged patch, put it after the snazzy LOTD patch ;)
Mostly Vigilant/Glenmoril (Witch Hunter set). A lot of the other showcased sets use items from these mods too, but will be mixed with items from others mods. Same goes for the Alik'r display which pulls from different mods like Immersive Weapons, Animated Armoury etc.
Since the vanilla mannequins are made by the devil, I use https://www.nexusmods.com/skyrimspecialedition/mods/35026 as a lotd-specific replacer. What might the potential bad things if you use both of these mods?
All this mod does to the original museum mannequins is move them. So the only issue I can envisage would be that the 4 new mannequins added to each hall will appear as vanilla mannequins. If that mod changes them dynamically based on the formID lists, it is possible that it would naturally pick up the new ones as long as it was loading after mine, but I'd call it an outside chance and wouldn't want to lay claim until someone had actually tested them together.
It removes them all, and adds a little button which enables a player-skinned one at the old ones' places from what I've experienced/seen, but I don't know the specifics. I just don't like the creepy wooden mannequins very much.
Makes sense from what you say of how that mod works. As it would mean dissecting someone else's scripts in order to add the new mannequins (and most likely issuing the patch as a replacer to their esp), I'm reluctant to try and cobble together a patch on this one. I don't know how active Forzane is atm, but they would be much better positioned to patch their own scripts to fit with this one I feel. If they are not, perhaps someone else here feels up to the challenge.
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I'm wondering about https://www.nexusmods.com/skyrimspecialedition/mods/68905 and https://www.nexusmods.com/skyrimspecialedition/mods/74671, and whether they are compatible. I'll post on those pages as well, but they seem like they should work together!
(sorry the hyperlink wasn't working)
I have the MM patch loading after the main patch in the left panel of MO2. Should I have merged the patch into the main file?
It could be user error causing this since I don't see any comments from others. Maybe you could give me some tips so I don't have to give up your beautiful work? The armory looks so plain since I've seen your beautiful work.
I'm endorsing anyway since it's so nice and I REALLY want to use it. Thanks for making it!
EDIT: I tried just the main file and still had the weapon racks and the shield racks in the walls. There are some racks that show parts then sink into the walls. I have only one shield rack visible and it isn't centered. I'm not sure what I'm doing wrong.
The MM patch replaces the esp from the main file, so whatever you have to do with MO to make it do that I guess (sorry, I don't use that myself), but only opens up the two end alcoves to accommodate the MM doorways so should not be affecting everything else even if not installed correctly.
If I had to guess, I would say you have something else overwriting the records and putting them back to their original positions. Dropping this mod to very end of your load order (even temporary just to test) would answer that. Suggest settling that issue first and then looking at the additional patches once you know it is behaving correctly.
The MM patch did work then! I thought the extra decor would be added to those cells too (oops! Sorry for misunderstanding!). Also, it was a new game.
I'll try moving the mod toward the bottom and see what happens. The changes you made are lovely!