Jump to content

dankicity

Members
  • Posts

    23
  • Joined

  • Last visited

Nexus Mods Profile

About dankicity

dankicity's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I haven't had the issue myself but two people confirmed it is happening, one newby and one upgraded. When exiting they get the "you are already here" message. I replaced the lifts used and relinked them but I'm doubtful that this is going to solve the issue for them. One odd thing that I haven't seen before. When I linked the new lift's teleport I was given the error: "multibounds for ref [#] in [target interior cell] is outside the loaded world's extents." but nothing is set with multibounds or not cleanly in a room bounds etc and the rooms are all correct. Logs don't show anything funky either. http://skyrim.nexusmods.com/mods/9990 If anyone has a minute can you try it out or if you know what I f'd up... fill me in please. Thanks for any thoughts. ~ I did just clean the mod for the first time with TES5Edit for v2.1 but I think it only removed one "identical to master" file; no dirty edits, wild edits etc. And my master files have been clean before I released 2.0
  2. You're looking for something else if this is going into a script. http://www.youtube.com/watch?v=BHRUK8bu4UQ one note that you'll not get there is teleporting followers with you. http://forums.nexusmods.com/index.php?/topic/569864-door-with-multiple-destinations/page__hl__teleport__st__10
  3. Check RegisterForSingleUpdate for the timing solution For the dragon attack you'll have to find conditional that the dragon uses, probably found in an AI Package, and add your own. Though, you'll probably have to replace the dragon with a custom one or give it a location ref type for your quest to target it. I'm struggling with my own quest so advice comes with a few grains of salt.
  4. COC markers are used in conjunction with the cell name, not the reference id. I thought the same thing. -- You usually only see them used in interior cells not exteriors. They may work outside, I'm not sure but I'd try using the cell name again and not the reference id.
  5. I tried looking for it again but I couldn't. I know it's here somewhere. I forget exactly how he tested it but I just did a simple test with my mod. I created a new mod and placed a single coin in the same exterior cell as my house and guess what... CTD when I loaded a save in that cell and CTD when walking into that cell. Repeatable? Could make a mod that places a coin in every exterior cell and check on a large scale with multiple other mods. [edit] I'm betting bash or nmm could check which cells a mod uses and informs of a conflict until this is resolved -- and seeing as the 1.5 patch mainly fixes quests, that might be a while.
  6. You need to follow the creation kit navmesh video tutorial. I can tell that hasn't been finalized. As for the doors and windows question, I have no idea what you mean by that.
  7. You need to create a quest and add the conversations there. Only thing really special needed is that each dialog is conditional to your follower or else everyone will say them. (check the creation kit quest tutorials)
  8. I need to find it again but I'd just read a repost here that mentions a pretty serious bug with exterior modding. I'm not sure if parts of the NMM solve this or not. If two mods alter the same exterior cell then they will cause a CTD and it will happen regardless of their load order. I've been having a lot of people say mine causes a crash when approaching (more so on the workshop) and I know there's nothing special about my exterior. Usually, the mod they find conflicting is something that massively alters the exterior -- and happens to change something in the same cell as mine, however small the change is.
  9. You need to make sure the navmesh is covering the teleport marker and make sure the navmesh is finalized (navmesh will show a green triangle when it recognizes a teleport door)
  10. Seems that my NPCs like to gather as close as they can to the 0x0x0 position in my house mod. It happens anytime I wait or leave and reenter. I initially thought this was the navmesh bug since I don't have an ESM setup yet. But, I thought that only happens after two load doors and it didn't force them to move someone special, they would just freeze in place. Navmesh is finalized with cover edges and no errors. Each npc has an ai package to do something if they have nothing else to do (doesn't seem to matter since their main packages were running and this happened). I also have them in the same faction, if that matters/helps. Last note: There is no teleport door into the house. I have a lift scripted with multiple message options that do a MoveTo. Hense, the navmesh doesn't see a way in or out to Skyrim That's about it. I'm rather clueless and my search terminology didn't result much. Mod link: http://skyrim.nexusmods.com/downloads/file.php?id=9990
  11. Please.... I'm going through the cells one by one again. Still not seeing it BUT I know it's there.... somehwhere
  12. I found this used in a cell but can't recall the name of it or the script. it was a simple script that let you change the lighting template for an area contained by a primitive. I'd like to turn on sky lighting for a certain area with it, but as I can't find it, I'm not sure if it's going to work. If you know a script or cell that does this please send it my way. Or if you know the line to turn on sky lighting.
  13. Four people finally confirmed they're crashing after activating my house mod and I went from 500 to 2,000 unsubscribes in 3 days, while staying at 5k active subscribers. So somethings wrong. I need someone who has a lot of popular mods running to try out my house mod and see if they crash. I'm not sure if it's just a steamcommunity issue or my mod in general. I've not had a single crash from it and my log only shows 2 warnings for non relevant items ~ inherited variables from a deleted script trying to initialize. http://skyrim.nexusmods.com/downloads/file.php?id=9990 or http://steamcommunity.com/sharedfiles/filedetails/?id=9136 If you do crash please send me a message with the logs contents. Or if you want, load it up in the CK and take a look around. ~ I need to post a pick of it's location but it's on the solo mountain west of Whiterun. [edit] if you make it there with no problems ignore the misplaced doors. Forgot to move after Room/Portal optimization
  14. Believe this is a known bug. It's pot luck on whether or not the object will be displayed. I've had them not show up in game 4x in a row and then display for the next 10x. Sometimes I loaded a save right next to it and sometimes I came through a load door. "Results may vary" It's something with distant LOD and full LOD settings bugging out on which LOD model to use. Sometimes ending up at a LOD model that's not set -- aka nothing gets rendered.
×
×
  • Create New...