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  1. icecreamassassin
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    Full Guide | FAQ | Wiki | Skyrim Classic Version | Mod Blog | PatreonDiscord | Patches

    Legacy of the Dragonborn V6 10th anniversary edition is live!

    V6 is now live and ready to go! This has been a massive undertaking for Kriana and myself and I'm glad to fi
    nally have it release. Please make sure to re-read the full guide linked above before downloading, review the change log and reference these quick updates:

    - V6 requires a NEW GAME (reality of large mod updates for Skyrim, not a choice made by us, or an option for you, your game will break otherwise)
    - V6 now has an extra dummy plugin (LegacyoftheDragonborn0.esp) which is required for loading one of the texture BSA's
    - You MUST re-download Legacy Patch Central's patches update
    - You MUST download the new Legacy Creation Club and Curator's Companion updates if you use them, they have been updated for V6
    - DO NOT use any 3rd party patches or mods for Legacy until they have been updated for Legacy V6
    - Several mods have been merged into V6 so refer to the compatibility and integrated mods article referenced in the full guide. DO NOT run these mods along with V6.

    - V6 requires _ResourcePack.ESL which was released with V1.6.1130+ of Skyrim. If you wish to continue using an older version, you must update then downgrade again so you have the resource pack and use the BEES (backported Extened ESL Support) mod in order to utilize expanded ESL support offered in Skyrim v1.6.1130+. No support on downgrading will be provided. You may have to choose between using Legacy and using something else in your load order that hasn't been updated in awhile, update the older mod to work on the new version of Skyrim, or figure out how to patch it so it does work. (See below for info on collections). Alternatively you can use Steam to download the _ResourcePack.esl on your older version of Skyrim without updating, but you still will need to install BEES referenced above. Steps are found here:

    Spoiler:  
    Show

    On windows:
    -Open steam
    -Press (Windows key)+R and type "steam://open/console"
    -Once opened, type the following and press enter "download_depot 489830 489831 8442952117333549665"
    -Wait until steam console says: "Depot download complete"
    -Go to "steam/steamapps/content" and in the folder located there you'll find some content for Skyrim, plus the _resourcepack.esl and _resourcepack.bsa
    -Use winrar or 7zip to put both .bsa and .esl into a zip/rar file. Name that file _resourcepack
    -Use MO2 or whatever you use to install that rar/7zip file.
    -Make sure you name it "_resourcepack" and place it at the top of your Mod list. (This last step isn't necessary, it's just for the sake of knowing where and what it is later on.)
    -Activate it and there you have it. No piracy, no missing out on the mod, no updating anything. Simply using steam services.


    Also remember that when starting a new game you MUST wait for all mods to initialize to have the best performance and minimize any possible issues. Legacy had a message box that will pop up when it is finished building the new lists which will take about 5-10 minutes depending on load order when you start your new game. This list builder ensures a more complete radiant list for research and fetch quests, relic location abilities and tools, etc. And also vastly speeds up the processes during the game after.

    Paid Creations Support: The Legacy team WILL NOT be providing any support for the new paid modding program from Bethesda. We provided 3rd party support of Creation Club paid content because it was a work for hire program from bethesda who curated the content, making it effectively official DLC content. The "Creations" program is merely a pay gated modding program moving the line in the sand closer in the direction of the old steam paid modding fiasco and we will have nothing to do with it. Mod authors for this content are welcome to create conflict compatibility patches ONLY and NO display support will be authorized officially or unofficially.

    Daedric Gallery Display issues: If the displays in the Daedric gallery are not accepting items or are mismatching the items being pulled for the display then you have a conflict in another one of your mods. You are either not up to date with Hall of Wonders or The Curators Companion mods, or you are using unsupported mods or patches or just out dated ones. ANY plugin which edits the museum's formlists is breaking your game. There is absolutely nothing wrong with the displays.

    Unofficial Skyrim Special Edition Patch (USSEP): MO2 particularly seems to be moving USSEP AFTER Legacy which it should not be doing. USSEP should ALWAYS be loaded as early as possible in your load order and certainly before Legacy, otherwise it will block the museum entrance with a dirty edit to a vanilla asset. You can lock Legacy and USSEP in your load order to ensure it doesn't get moved.

    Wall Blocking the way into the museum gate: Read the USSEP section right above this.

    Collections: DO NOT update to Legacy V6 manually until it has been updated for your collection. The collection curator will have to address any required patch updates and compatibility issues before you can use V6. You cannot just slap in V6 into a standing collection and expect it to work, regardless of the Skyrim version issue. At very least the curator will have to review any custom patches to ensure they are working on the new version. And again, we DO NOT support any load orders using collections.

    Dev Aveza Mod: Until further notice, the original Dev Aveza live flight airship mod is NOT SUPPORTED. We are reworking the patch and it's more involved and requires an update to the original mod by its author before we can properly patch it. Once that happens, a patch will be included in the Legacy patcher but will require a new game to use.

    Xbox: The Xbox port will take a few months for Rhaela to update. All updates on this or questions should be handled on the Discord Xbox support channel. As a reminder we do not directly support the port here and any questions need to be taken to the channel on our discord.


    CURRENT COMPATIBILITY ISSUES

    Lux Patch for Legacy
    Lux and Lux Orbis have had numerous issues with Legacy V6. Please ensure that you are up to date with their latest patches as these issues have supposedly been addressed. No support will be given for LUX users. Please take any issues of objects being out of place in the safehouse, exterior or any major light oddities to their page for support. If there are issues with the guildhouse building scene with Auryen, then you are out of date with LUX.

    Your Own Thoughts (YOT) Patch
    YOT needs to update its patch and is currently breaking the supply stash spell/crate access menu and the museum guide display planner for starters. Do not use the Legacy patch until it updates.

    Scribes of Skyrim
    Breaks the furniture options and household planner for the stuff merged in from safehouse plug. Their patch need to be updated.

    Improved Survival Mode
    If you are using this mod, you need to turn off the 'disable fast travel' option inside its INI file and use a separate fast travel disable mod. Without doing so, it will block the airship's ability to travel because it managed fast travel in a different way that interferes with the airship's temporary bypass of fast travel blocking.

    Various Dialogue Tags
    This mod's patch has not been updated for V6 and will revert any changes made for the new museum event delay presets, causing some lines to be available too early and only partially if you have increased the delay level you want events to occur in. You either should avoid using the patch or using xEdit, manually carry ALL conditions from Legacy and override their patch on any lines it has edited.


    Complete Replica Overhaul
    Not up to date for v6, will cause lists to fail building. Remove from your load order. Should not really be needed anyways.
  2. icecreamassassin
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    6.10.0 update

    See the change log for details about this update.

    NOTE: The update file for 6.9.0 which fixes the collision on a window object causing access issues in the safehouse and in spots in the museum is no longer needed for V6.10.0, it is only needed for 6.9.0. Of using 6.9.0, Update to 6.10.0 or download the file and either install as a new mod entry or merge it with your legacy install.
  3. Dovahkiin4316
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    I have installed ASLAL and guildmaster Patch but when i complete the first quest on the akaviri dungeon i go to solitudebut i cant talk to auryen
    1. icecreamassassin
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      that's kind of vague. Can you actually highlight him to where it says "talk"? is it just not interacting at all? Have you tried to save and reload the save? Sometimes dialogue can bug on the first save.
    2. Dovahkiin4316
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      Ihim to complete the quest but i cant click... I save and load the save but nothing i downloaded 6.9.0 v
    3. icecreamassassin
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      Oh, he's probably just out of range, or the collision field is blocking him. Look up and down to try and find his selection. Otherwise use console TCL and move closer and talk to him. Sometimes he idles just out of range but usually you just have to look higher or lower to catch him.
    4. Dovahkiin4316
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      The button to start the interaction appears and I press it but it doesn't work 
    5. icecreamassassin
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      You have some other conflict then like a translation that is out of date.
    6. Dovahkiin4316
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      Is all updated and without conflict
    7. stonehands1
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      There is something wrong with your setup.  If this was a Legacy problem, we'd be flooded with complaints, but is the first such complaint in a very long time.  It can only be a conflict or a corruption in your game.  You might go to the Discord and open support issue to see if you can narrow down the problem.
    8. icecreamassassin
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      MOST translations conflict unless they were made for v6, and there's no way you looked at every possible mod interference. If you want further help, bring your load order to the discord server.
  4. southernm
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    LoTD v 6.9.0 New game, just started, about 250 relics.
    Working on the Bust of Pelagius quest. I've done this before, so I know where everything is. Things are ok up until clue 5. When I pick up clue 5 and the shard, the candle horn for #5 disappears, the bar holding it is there, but no candle horn. I checked before starting and after each clue.
    Restarted and picked up clues 1,2,3,4 and 5. Stood in front of #5 candle horn and read the clue and watched the candle disappear. Any help?
    XEdit shows no conflicts.
    1. stonehands1
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      Do you run SD's Horn Candles SE?  The patch for that mod has been known to cause issues with the newer version of the mod, which was updated shortly after the patch was released.
    2. southernm
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      Thanks Stonehands. I had to reinstall the patches and not select SD's Horn Candles, but it worked.
    3. stonehands1
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      Just an FYI, that rolling back to the previous version of SD's Horn Candles SE also would have worked; it's the recent update that doesn't work with the patch.
  5. mamelike
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    wow. this seems very different from the version i played on legendary edition years ago. Did museum get a renovation lol?
    1. icecreamassassin
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      Oh yes V5 got a complete overhaul and V6 added a ton of extra character stuff among other things. V19 on LE is way out dated compared to what's been added since.
    2. mamelike
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      any new quests or activities since V19?
    3. icecreamassassin
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      several, check the V5 and V6 changelogs
    4. Chaprene
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      I've also been playing with this mod since it was just a small museum on Skyrim LE (but already so well done) and every time, even today, I'm amazed to see how it evolves, in terms of creativity and seriousness in its realization. It's incredible. And to also see this team still present, even today after so many years since its release, taking care of this great project, responding to the community, it's so astonishing. Passion leads to make wonderful things, rly. 
    5. icecreamassassin
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      aw thanks so much I appreciate that a lot.
  6. CobaltBahamut
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    Will it cause a problem if I place exhibits while Night at the Museum is active? I couldn't immediately finish the quest because I am poor, lol. I used the prep station to place some displays and then realized that might have not been the smartest idea. Do I need to revert to a save from before I did that?
    1. icecreamassassin
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      Nope, that's fine, it's the same instance of the museum.
  7. TorinCollector
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    Fantastic mod!

    The 3 Enchanted Ring from Saarthal are not autosorted, not identified by the Corator's Companion. But can be placed manually.

    The artifacts from "Rebuilding the Past" are not removed from inventory, which is odd since they were meant to be sold by Auryen.  

    Edit: Thanks for the quick answer!
    1. icecreamassassin
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      The rings are working as intended because they are all the same form ID, you have to manually display them, same with statues of dibella.

      I'm aware of the artifact removal not working, it's on my to do list.
  8. dadadadafrsfr
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    Hey, so love the new update but did you change the way to decorate the museum? Like I can't open the decorator from the guide anymore
    1. icecreamassassin
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      you must be using "your own thoughts"? It conflicts. Don't use the Legacy patch for that, it's out of date for v6 and the YOT people haven't updated it.
    2. dadadadafrsfr
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      ohhhh, i didnt even know there was a patch. thanks
  9. lovisity
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    In Shadow of One's Past, I've encountered a recurring bug across multiple saves where I am unable to complete the quest at stage 55- when I return to the museum, Avram will say the first part of his post-recovery dialogue, but after I say "I see you made it back as well" and he responds, I am exited out of the dialogue and am unable to continue the conversation in any way- he just reverts back to his lines before the quest, and if I try to reset the quest, the marker over his head disappears.

    I have tried using console commands to say lines in the quest, but that didn't seem to have an impact on the bug either. Disabling him and re-enabling him and resetting his AI also did not help. Furthermore, I searched Avram's name in the posts on this page, and I did not see anything similar to what I've been dealing with.
    1. icecreamassassin
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      Is auryen present? Because that line triggers a stage where Auryen will force greet and interrupt. If you are using more informative console you can see what package Auryen has running and it should be one where he's just waiting in the reception hall near Avram for you to talk to Avram and then he'll interrupt. If it's stage 56 and you evaluatepackage on Auryen he should greet you. Not sure why it wouldn't be happening on its own properly unless Auryen is tied up in some other scene with someone, which is possible, but odd it would be happening consistently for you like this on multiple playthroughs. 
    2. lovisity
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      Auryen has been present most of the times this has happened as far as I'm aware, but he's never interrupted the conversation himself. Nevertheless, I tried speaking to Avram without Auryen present (two methods- using console commands to ensure Avram and I were in a different cell than Auryen, and disabling Auryen), and that didn't seem to have any impact on the bug- I'm still automatically exited out of the dialogue, and the quest marker over Avram still disappears when I use the console to reset the quest.  I'm not sure what may be causing this as I haven't had this problem with any other quests, and don't have mods installed that should impact Shadow of One's Past, but I can go through my additional mods one by one to see if anything changes. 
    3. icecreamassassin
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      Ok, you need to stop your console use, you are muddling around in the dark. Disabling auryen is only compounding the problem and resetting the quest is just stupid. Roll back to a save before you did ANY KIND of console use for this and do what I said; make sure it says stage 56 after avram talks about making it back, then use console to evaluatepackage on Auryen. If it doesn't cause auryen to greet you, then you have something else entirely mucking it up. Use MIC to see what package Auryen is using. if it's not his greet package for this quest, then there's an issue.

      I'll also say that I've never heard of anyone else ever having this issue before in this way so it must be some other patch or mod causing this.
    4. lovisity
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      I did the console use as an attempt at basic debugging just to see if forcibly ensuring Auryen was elsewhere would impact it. I never saved after messing with the console or retained the information- my apologies for not making that clear.
      However, I did actually find what was triggering the bug and reproduced it with only LOTD and its requirements installed- it was my usage of the AI detection toggle.
      Speaking to Avram with AI detection off led to Auryen being unable to interrupt the dialogue or continue it when spoken to, but the quest finishes just fine when AI detection is on.
      The price for being lazy and enjoying exploration more than fighting, I guess. Thank you for the help and sorry about the confusion.
  10. X66Herobrine66X
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    Hey, was just wondering if you had any plans to port this to Oblivion Remastered.

    Regards,
    Angel
    1. stonehands1
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      Nope.  Ice and team have enough on the collective plate with existing mod support (that were authored by members of the team) and Odyssey development. 
    2. icecreamassassin
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      Oblivion uses an entirely different scripting system than Skyrim, so a "port" is a naive pipe dream. I can't even imagine the horror of trying to reproduce this in Oblivion RM, it would be much more sensible just to start from scratch, but I'm not modding for Oblivion RM.
  11. nolem59
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    Hi!
    Thank you for your mod!
    I have a problem. I have received the key to the safehouse
    and purchased the upgrades, returned to the safehouse
    and found that it is not upgraded.
    1. stonehands1
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      Please read the FAQ, thanks!
    2. nolem59
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      Thank you for your information!
  12. furlgerhuff
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    I have a bug where the outside of the museum doesn't render properly. Parts of it are completely invisible unless looking at a specific angle.
    1. stonehands1
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      Please check the FAQ.  You have a conflict with a mod or patch.  For instance, eFPS without it's Legacy patch (on that mod's page) is known to cause this issue 
    2. furlgerhuff
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      Ah okay. i downloaded a JK's skyrim collection and didn't realize the patches it came with were out of date. thank you

      edit: nevermind it wasn't jk's. trying to see if its daedric shrines aio.
    3. icecreamassassin
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      You were told what it was. it's eFPS causing this. Don't use that mod or make sure it's patched. It requires a lot of patches
    4. furlgerhuff
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      sorry. i wasn't aware i had efps. i kinda just downloaded a collection and added legacy to it. i have disabled efps now
    5. icecreamassassin
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      yeah and that's exactly the problem with using collections and seeking help; you have no idea what is inside the collection unless it's well documented and you look closely into it. If you are using collections and have any issues, you need to bring them up with the collection maker. Clearly that one is not a good curator and has not done any conflict resolution properly.