Moving the House of Mannequins Shop

Post » Mon Jan 27, 2014 12:29 am

I love the house of mannequins mod, but it currently conflicts with the most recent version of Uvirith's Legacy. How difficult would it be for me to make a patched version where the door gets moved to the other side of the St. Delyn wasteworks? I'm guessing I just need to go through the following steps, but I have little to no experience modding and want to make sure.

(1) Load House of Mannequins as active file

(2) Delete/move the door and door marker and place it somewhere on the other side of the wasteworks

(3) Save

Would this process get me dirty references? Are there additional steps I would have to go through the make sure the mod is clean? Thanks!

User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Mon Jan 27, 2014 11:18 am


You might be interested in an additional file on the http://mw.modhistory.com/download--14633 page that moves that doorway. See the additional file: New House of Mannequins Mod

As for cleaning your mod...See the link in my sig ;)

User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Mon Jan 27, 2014 7:19 am

That sounds promising. Would I have to use Redesigned Vivec for that addon to work? or does it move the doorway to another part of the vanilla underworks?

I'm hesitant to use Redesigned Vivec itself just because I use a great deal of mods that add npcs to various parts of vivec.

Thanks for the info!

User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Mon Jan 27, 2014 9:09 am


Umm...I have not tried it that way myself...it is just an idea I have had while reading your post, at the very least you can see what was done just by looking at the esp. It might just work all by itself. IIRC it just moved the doorway.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Mon Jan 27, 2014 1:46 am

I'm not sure you'd need House of Mannequins as an Active mod. I think you can just select it, have no Active Files in the CS, and make your changes. This would lead to a small patch ESP with just the door changes in. It'd need to load after the original HoM though.

Please post with how you get on, either with the Redesigned Vivec plugin or in creating your own. If you upload your mod to GHF, Nexus etc. I'll add something into mlox about it. After all it's good to have a solution for conflicting mods, which is what's in there at the moment with UL and HoM.
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Mon Jan 27, 2014 1:53 pm

I have looked at the RV HOM plugin in the CS now...I had forgotten that one needs RV after all...where and how it moved the shop doors looks odd in vanilla Vivec....lol. Best to just do it like Dragon32 mentioned.
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am


Return to III - Morrowind