No I'm sorry I could never get it to work. I fallowed the patching guide posted on the pilgrim mod page but it just never worked and I couldn't figure out why lol I tried getting help but, at least at the time, no one was able to give me a hand.
I found some conflicts between this and the Granite Hill Village mod by Schlitzohr, which seems to make multiple edits across the Whiterun tundra area, including at least one of the shrines used in this mod.
Love the mod, looking to troubleshoot a minor problem with the shrines themselves - I checked in xEdit/CK, etc and have no conflicts and could see nothing wrong, but I admittedly don't know much about Activators ^^; Basically, I can't activate any shrines of Jhunal, either in world or in the test cell. I switched to an empty load order and used tcl to poke around, and it turns out the activator is actually under the shrine itself, in the ground. Also, at least in the test cell, the shrine of Shor overlaps the shrine of Orkey, making it impossible to click on until I wiggled slightly underneath and to the side. The blessings themselves all work fine and everything looks great, just the ability to click on them is a little fiddly.
Nice to see a fellow TR/PT modder bringing some SHotN lore to TESV! I had a look through my mod list, and found a few mods that certainly could benefit from having some of their shrines replaced with their old counterparts. These are:
Legacy of the Dragonborn, adds three Imperial Faith shrines to old Nordic ruins without any obvious reason for them to be there.
Arthmoor's Oakwood, adds a modern Dibella shrine.
Keld-Nar and Telengard, both are adding Talos shrines, but I think Shor shrines would fit at least Telegard well, I am not so sure about Keld-Nar.
Both the LotD and Oakwood shrines can be handled via the Base Object Swapper, but Keld-Nar and Telengard would need worldspace edits. Regardless, I would discuss with the mod authors before applying these changes - the LotD team to ask whether they have a reason for placing those shrines in old ruins, and Arthmoor because he requires permissions for making changes to his mods. In my experience, he is usually not unwilling to give it, but he wants to know what people do with his mods.
Anyway, here are the lines I added to the SWAP file, should you wish to include these suggestions: ;Shrine of Alduin 0x6E5C97~LegacyoftheDragonborn.esm|0x5907~The Old Ways - Nordic Religion.esp
;Shrine of Dibella 0xD9F~Oakwood.esp|0x5908~The Old Ways - Nordic Religion.esp
;Shrine of Kyne 0x125B2F~LegacyoftheDragonborn.esm|0x590A~The Old Ways - Nordic Religion.esp
;Shrine of Orkey 0x4DCDA9~LegacyoftheDragonborn.esm|0x590C~The Old Ways - Nordic Religion.esp
;Shrine Base 0x6E5C95~LegacyoftheDragonborn.esm|0x1EE9B~The Old Ways - Nordic Religion.esp 0xDBD~Oakwood.esp|0x1EE9B~The Old Ways - Nordic Religion.esp
Speaking about Legacy of the Dragonborn, something that would be really nice would be a patch that adds these new shrines as displays to the museum. I don't know if you are aware, but the Vanilla shrines can get displayed in the museum once they have been visited by the player. If you are interested, there is a procedure at the official LotD patch hub to apply for getting a museum slot where you can add your mod added displays. You would still have to make the patch, but if they approve on it, they will reserve the slot so no one else can take it.
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https://www.nexusmods.com/skyrimspecialedition/mods/150627?tab=posts
Both the LotD and Oakwood shrines can be handled via the Base Object Swapper, but Keld-Nar and Telengard would need worldspace edits. Regardless, I would discuss with the mod authors before applying these changes - the LotD team to ask whether they have a reason for placing those shrines in old ruins, and Arthmoor because he requires permissions for making changes to his mods. In my experience, he is usually not unwilling to give it, but he wants to know what people do with his mods.
Anyway, here are the lines I added to the SWAP file, should you wish to include these suggestions:
;Shrine of Alduin
0x6E5C97~LegacyoftheDragonborn.esm|0x5907~The Old Ways - Nordic Religion.esp
;Shrine of Dibella
0xD9F~Oakwood.esp|0x5908~The Old Ways - Nordic Religion.esp
;Shrine of Kyne
0x125B2F~LegacyoftheDragonborn.esm|0x590A~The Old Ways - Nordic Religion.esp
;Shrine of Orkey
0x4DCDA9~LegacyoftheDragonborn.esm|0x590C~The Old Ways - Nordic Religion.esp
;Shrine Base
0x6E5C95~LegacyoftheDragonborn.esm|0x1EE9B~The Old Ways - Nordic Religion.esp
0xDBD~Oakwood.esp|0x1EE9B~The Old Ways - Nordic Religion.esp
Speaking about Legacy of the Dragonborn, something that would be really nice would be a patch that adds these new shrines as displays to the museum. I don't know if you are aware, but the Vanilla shrines can get displayed in the museum once they have been visited by the player. If you are interested, there is a procedure at the official LotD patch hub to apply for getting a museum slot where you can add your mod added displays. You would still have to make the patch, but if they approve on it, they will reserve the slot so no one else can take it.
;Shrine of Kyne
0x0008AC~SnowWhaleBones.esl|0x00590A~The Old Ways - Nordic Religion.esp