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PedroJGT
Yes, sometimes this happens, but I think this is because it is not a clear way to make activators in esp. They should be in esm (base archive) instead. But I cannot make changes in base DLC, you know.
Btw, you can simply pass through display case by tcl console command and activators switches on again. Sorry, but I don't know another way to avoid glitches. But, anyway, you can disable this mod without any problem.
Ask Bethesda for this. I'm not TESV: Skyrim programmer
twolane23 this may surprise you, but I'm not added ANY swords, or daggers, or something else like that. I've touched only a mechanism of magical staff placing; and I can tell more: the script works with TYPES of game objects, not any concrete sword, bow or dagger. On the other side, the function of placing object to the weapon rack needs a little element in each weapon model. So, you may need to ask your question Jasus, why his weapon won't place to weapon rack correctly.
I've tried, but... combine them together means just complete re-working two houses of three.
Use it, please, as is for now.
If no, better say to developers of DLC about this issue.
Check my recommendations several posts lower. Disable / enable your mannequin, but take all it's inventory from it before this.
Can you do a mod to make auto storage containers
Thanks
About small cases (and making any other activators working at all): to make activators working, you may do three things.
1 - try to make fast travel from your house anywhere (more, than 2-3 cells away) and then return back.
2 - you may force the activator appearing by colliding your player's body with it.
3 - try to select not the case, but the shelf or the table under it. And disable/enable it.
One of those ways, should help, I'm sure.
nwfonseca , This means, that you have an installation or mod order problem.
I have not possibility to upload "Loose files" version on steam.
Try to place this mod lowest in your mod list, or wait, when I'm upload this mod to nexusmods