Path of the Revenant - Made a PotR specific replica of the bloodworm helm to correct a duplicate formlist error. the total capacity of the Museum is nearly, both created for the mod, as well as ones present in previous games, but absent from, earlier versions did feature displays for, the mods don't conflict, so there's nothing to stop you from running both at the same time but you will have two different locations called Fort Pale Pass on the map, both looking vastly different, Nexus's official mod manager, replacing Nexus Mod Manager, the reason for this is, in addition to the Creation Kit's limits for LE not allowing, it was okay to change between, oh say, version 4.5 to 4.51 on the same save; however, changing from version 4 to version 5 would require a completely new save, the way they intend to do this is to use Dummy Plugins that will be present, and can be replaced with the actual plugin for each installment when it's released, the default starting quest; started either by reading one of the museum flyers in a tavern, walking into the museum and talking to Auryen himself, or by selling an artifact and receiving a message from Auyren, the quest the player gets if they choose the "I Am the Guild Master" Alternate Start; leads directly into, unlocked after 70 items are displayed in the Museum and the player reaches level 18, in the LE version by default, as well as the SE version if, if the player is playing the SE version of the mod and doesn't have, unlocked after 150 items are displayed in the museum, unlocked after 200 items are displayed in the Museum, unlocked 10 days after the previous excavation, all 3 quests are identical, save for where they are; unlocked by completion of the main game College of Winterhold questline, and the main game quests, unlocked after 550 items have been displayed, the player has received the Sword of Ancient Tongues from Auryen, and the main quest, unlocked after completion of the main game quest, no requirements, can be started by reading the notes Auryen leaves on his desk, although it's likely it will be in a different form, as it was decided that, rather than make a separate stand for the Breton Paladin armor mod required for the, it's up to the player if it's light armor, robes, or heavy armor, an amulet representing Saint Alessia, last wielded by Martin Septim; it starts off in fragments, but it's reforged as part of one of the mod's quests, the Gauntlets are relatively the same in both LE and SE; however, in LE, they're made from the Underking's Gloves; in SE, they're merely made from an Ingot made from a Dragon Soul, unlike the other 7, Auryen doesn't send you after it, instead giving it to you, despite the name, it's not made from the mask bearing Miraak's name; instead, it's made from a new mask belonging to the Dragon Priest Vehlok, as well as a soul gem containing Miraak's, it's probably easier to name weapons/armor in the base game or other mods that, replicas of unique weapons and armor can be used as weapons/armor, but won't have any enchantments, this is likely to account for cases such as the Rueful Axe and Ring of Hircine, where the player is in possession of those items for part of the quest, but could not obtain the other items - the Mask of Clavicus Vile and Sinding's Hide - without forfeiting them, although he only qualifies as such because he's haunting the museum; his motivations make him an, said ending has the player "die" in a fire - while the player's game isn't ended, they are technically a different character from then on out, specifically, the player is given the choice of accepting Molag Bal's help to escape or dying as a martyr in the burning mansion; neither option will impact how much karma you have, but choosing the former will allow you to go to Coldharbor as your current character, while the latter will have your character "die", and you'll pick up as a new character - vanilla, Dawnstar, Falkreath, Morthal, and Winterhold only require the player to do a favor for the Jarl of each hold, then help some of the citizens; and the player becomes Thane of Whiterun throughout the game's story regardless of if they purchase Breezehome, going by the below-mentioned age, which puts Auryen's age at 500 at a minimum, that would mean he was born in the year 134 of the 3rd Era at the youngest . Immersive Weapons - Corrected the Dragonsteel Katana in the formlist and moved the Dragonguard Katana from the Dragon formlist to the Blades formlist. Advanced Adversary Encounters - Added the Outfit change from Legacy to Vahlok the Jailor. A full list can be found here, and the patch can be downloaded here. Hoofdmenu; Start Zakelijk & Productiviteit; Boekhoudkundig Wintersun - Removed Shrine of Auriel from the Wintersun section of the checklist as it is in the general Legacy Checklist. Artifacts of Skyrim - Removed an unnecessary USSEP master requiremement. and our Classic Moon and Star - Removed 3 old activator edits preventing a few items from being removed from display correctly. One does not actually have to currently have a displayable item in order to create a replica of it - as long as they had it in their inventory at one point. Heavy Armory - Added the Nordic Longmace that was missing. Several displays will be unavailable for use until the player has gotten to a certain point in whatever mod they're attached to; similarly, while there are some mod displays that will have the weapon cases/armor stands/item spots available, they won't have a unique background until after the player has completed their respective quest. Oblivion Artifacts Pack - Honorblade of Chorrol should now place in the museum. Morrowloot Ultimate - Corrected a couple swapped item descriptions for the Dragon Priest Masks. Audio Overhaul Skyrim - Updated patch with recent Legacy changes. icecreamassassin, already having experience from modding The Elder Scrolls IV: Oblivion, was inspired to come back to Skyrim, and one day stumbled upon the mod Elysium Estate. Toggle on/off distribution to a specific race, Toggle on/off distribution to a specific culture, Toggle on/off distribution to specific enemy types (Bandits, Draugr, Forsworn, Hunters, Thalmor, etc. There are several more quests linked to the museum that, upon completion, will provide even more items for display. JK's/Dawn Combo: Removed a wild edit from Riften. Updated Bash tags for a number of patches. The Unofficial patch for this mod can now be found here: https://www.nexusmods.com/skyrimspecialedition/mods/54899. Morrowloot - Added Legacy's Mesh for Scourge, which was being overwritten by this mod causing an incorrect model to be shown. Tools of Kagrenac - Fixed an issue where Sunder and Wraithguard would appear in both Legacy and TOK locations resulting in duplicates. Immersive Encounters.esp High Level Enemies.esp High Level Enemies - Dawnguard.esp High Level Enemies - Dragonborn.esp High Level Enemies - Raised Ability Caps.esp High Level Enemies - Increased Max Resists.esp OBIS SE.esp Rebirth Monster.esp Wild World - Rebirth Monster.esp Beasts of Tamriel.esp SkyTEST-RealisticAnimals&Predators.esp Fossils: Updated Darnette's packages so she doesn't wander off after Dig 3. Skyrim's Unique Treasures - Added navcuts around the central displays in the room so that followers don't walk into them. I've tested it on new save files, played with my mod load order, reinstalled the patch, all to no avail. Try a brand new game with only Skyrim, the DLCs, USSEP, LAL, and Legacy installed. In general, if a vanilla quest forces you to choose between outcomes, the other outcome's reward - i.e., side with Thornar in "No One Escapes Cidhna Mine", and you miss out on the Armor of the Old Gods, Prior to V5.029, if you become Bloodkin in a way that doesn't involve finding the Forgemaster's Fingers, Certain unique thane weapons (as well as their necklaces if you have the right mod installed) or items tied to the starting Jarls become off-limits if one doesn't become Thane of their respective cities before the Civil War questline. Basic: Increases Heavy Armor skill by 10 points.Block 10% more damage with your shield.Ultra:Basic enchantment.Additionally each enchantment of the Amulets of the Nine Divines. I also have the curators guide installed. Kthonia's Weapon Pack - Added spiffy background to patch display - thanks Ice! The story of this mod's creation begins with the release of the Creation Kit. Notice Board - fixed the bug with Auryen not speaking to you after starting "An Interesting Prospect". Corrected a weapon REF that was placing a wrong version of a weapon that wouldn't display. Guard's Armor Replacer - Adjusted the positioning of a few mannequins in the Armory. Coins of Tamriel - Conflict resolution for container records and Legacy Treasury support for all versions of this mod. Artifacts of Boethiah - Fixed a Typo in the message plaque for Boethiah's Walking Stick (Path of Lies). Created by IceCreamAssassin. JK's Skyrim - Dawn of Skyrim combo patch (Thanks to ra2phoenix), The Great Cities - Minor Cities and Towns (Thanks to ra2phoenix). Fixed the FOMOD error that prevented Vortex mod manager from being able to install it correctly. (Thanks spongebobananapants). Wheels of Lull: Added Displays for The Idiot's Lantern & Bear Lifeforce. The following information is only applicable on previous versions of LotD: If you have both Immersive Weapons and Immersive Armors, you will need the IA & IW patch instead. So, LotD has been working fairly well, as has IA and IW. (Thanks to spaneika). It will now not clip with the Arcane Archer book or the base Legacy gem. Optional: An impressive replacer for the Hedge Knight and Spellbinder armors. Immersive College of Winterhold - Added a Display for Beinaarkh's Ring in the Dragonborn Hall. Path of the Revenant - Added the replica for the helm to the display formlist. * - A new game is required for persistent objects that were moved to appear correctly. Opting to store the real version of an artifact at the museum instead of Deepholme once that location is unlocked won't have any impact on gameplay. If you can't find where an item is displayed, you can't activate the display for some reason, you're over-encumbered, or you're just lazy and don't want to walk to the display you can use the Display Prep Station, which will automatically place items for you. Helgen Reborn - Changed the display for the Black Glass Claw from static to the actual item for compatibility with JS claw patch. Project AHO - Added replacements for a couple Books for Legacy compatibility that were missed. Fossil Mining - Corrected two mis-ordered items in the formlists causing incorrect items to display. I love it. Tools of Kagrenac - Adjusted the replica recipe for the ring of the wind to check for completion of stage 200 of the quest in this mod. (SirJesto), Falskaar: You may now make a replica for Vanvir's Masterpiece regardless of how the quest "A Craftsman's Finest" ends. Tools of Kagrenac - Fixed properties on the AmJournal10 quest. Several functions may not work. Vigilant - Added a display for the Arcane of Jhunal. Contents 1 Officially supported mods that add museum displays: 2 Officially supported mods that do NOT add displays: 3 Other Officially Supported Mods 4 Notes * - Must start a new game for this to take effect. And of course, the first artifact is still there, so you might be able to get to it later on. Clockwork - Added the Legacy version of the Dragon Priest Mask meshes so they display correctly in the Hall of Heroes. Royal Armory - Finders Keepers will now ignore the Test Cell REFs from this mod. My mod should overwrite. Legacy of the Dragonborn, immersive weapons/armor/heavy armory patch not adding displays? * May require cleaning of script DBMDisplayScriptAnimal, Released: December 30th, 2021 (Happy New Year!). Paradise City : Summer Windhelm - Added patch for this version of the mod. Legacy of the Dragonborn V5 has been released! ([Ic0n]Ic0de), ----------------------------------------------------. Thanks for the Answers! 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