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Hi,

 

If you're reading this ignore my earlier post about 'Mod release bug'.

 

This is to let you know the solution to a problem that's had me tearing my hair out for days. It concerns NPCs and doors. I had trapdoors into my player home cellar. I had a dungeon entered via a RiftenRWporthole door in the Ragged Flagon. This exited into the cellar of the house.

 

NPCs using the house would wander off to Riften to get to the cellar by going through the dungeon. They would rarely use the trapdoors that led into the cellar from the house or the exterior. Not only this but 1 or 2 quest markers pointed to the Thieves' Guild, when the objective was in the cellar.

 

The answer was the FarmBtrapdoor02 items that led into the cellar from the house and exterior and also the porthole access I'd chosen (of two options) for the Ragged Flagon. The house FarmBtrapdoor02 is flagged as 'minimal use'. Of the 2 possible options for the Flagon entrance, I'd gone and picked the one that was not minimal use by pure fluke (it was the first on the list).

 

This meant that the NPCs did not want to use the house trapdoors, since minimal use stops them from doing this if there is another alternative... which there was! The Ragged Flagon option flagged as not minimal use. Minimal Use also forces the story manager to ignore doors with this flag.

 

I swapped the Flagon porthole access for the minimal use version. I then made a version of the FarmBtrapdoor02 and un-checked 'minimal use' on the form. I swapped my house trapdoors for this version. Everything now works fine.

 

Hope this is of some use. The symptoms were bewildering, which is why it took me so long to find the answer.

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