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Removing a wall piece and loading a room connected to it?


wiseguy12851

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So I was wondering if it's possible in Skyrim to create a room in it's own unique cell, however large or big and then use a possibly small papyrus script to remove a wall piece or segment and load in a room connected to the now empty removed segment when the cell loads so the player never knew otherwise.

 

I'm asking because as much as i'd love to just go out and edit a cell it'd then conflict with every mod out there that would edit that same cell so I'm hoping to skip mod conflicts and add my added room to an existing cell through a script instead.

 

Thanks in advance

Edited by wiseguy12851
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Not sure what you would gain here because as soon as you ran the script you would conflict with every mod that edited the cell anyway. Generally if two mods are changing the same interior cell then they are pretty likely to be incompatible and can't be used together. For example if you were making changes to Proudspire Manor you would state in your mods description that it was incompatible with any mods that also made changes to Proudspire Manor.

 

You could reduce the potential conflict by only replacing the wall with a door which linked to a new cell. But you would still have to declare incompatibly, unless you checked every other mod to see if they changed that wall!

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Thank you, I had read somewhere a person posted that mods stack in the save file but don't stack outside of it. Like even if it's a simple cell edit such as adding a single item to what a particular merchant sells is best done in scripts because it adds to the save file and stacks with other mods rather than directly editing that cell which will entirely be overwritten by another mod even if not modifying items the merchant sells that any cell edit is a cell edit and will overwrite all changes by previous mods on same cell. He also went to say that modding rule #1 is to never modify vanilla resources directly but instead indirectly through scripting so it will stack in the save file.

 

That's just what I read but I'm finding mod best practices and stuff to be pretty rare and I'm still getting the hang of modding so I didn't know. It sounds like based on your description then what I read was wrong and that some changes to cells do stack with other mods in certain cases.

 

Regardless I did think about what you were saying at the time, if I simply added a door it would at the very least be easy to create a patch for incompatibilities rather than a patch for larger changes to a cell.

 

In the end I just went with the easier route and just directly made edits in the same cell, I'm sure later I can move things to their own cells but it was probably best anyways since the mod turned out to be a bit more complicated than I initially realized as in it involved much more than simply adding a room like I thought so if I did do this through scripting it would have turned int a nightmare with the level of changes I would have ended up making.

 

Thanks for your reply

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