Sigurd44 Posted October 25, 2013 Share Posted October 25, 2013 I have a somewhat specific question concerning the CK: I am just modifying a house mod to my likeness and want to exchange some chests by other chest models in the CK. The exchange is no problem, but I found several settings that might be responsible, that a chest counts as player owned and does not reset its content. When I select my new chest and edit it I get a reference menu where I can select a ownership tab and check for "player" in a drop down menu. In this reference tab is no additional tab that let me select anything about the respawn type of this chest. In addition I am able to choose in the reference menu a submenu for editing the base model (which I do not want to do to be honest, because I guess I will change all the same chest types in my game and not only the ones in my player home, when I save that to .esp). In this submenu I am able to select ownership again, and in addition I am able to uncheck a box called "respawn". Is changing the ownership in the reference menu sufficient or do I have to alter the base model too and uncheck the box for "respawn" ? Link to comment Share on other sites More sharing options...
ripple Posted October 25, 2013 Share Posted October 25, 2013 (edited) If you want items in the container to respawn, then check the 'respawn' box (each time a container respawns, all inventory items stored inside will 'dissapear'). If you want the container to be used as a 'storage' container by the player, then make sure the 'respawn' box is not checked. If you want your 'replacement' container to have the same properties as the vanilla or mod container you are replacing, you should check out that container's properties (owernship, ref names, etc.) before replacing it, so you can re-enter those same properties for your replacement container. Do not edit the 'base object' unless you are planning to make modifications to -all- instances of the same base object in the game. Edited October 25, 2013 by ripple Link to comment Share on other sites More sharing options...
Sigurd44 Posted October 25, 2013 Author Share Posted October 25, 2013 Thx, I already assumed that, but I wasn't sure that when I uncheck the "respawn" box in the edit base submenu that I will change ALL chests of this type (in my case the TreasDraugrChestBoss model) in whole Skyrim when I save the modifications to .esp. I just want to change this one specific chest in my player home. Link to comment Share on other sites More sharing options...
ripple Posted October 25, 2013 Share Posted October 25, 2013 (edited) You can duplicate a vanilla container and assign it custom properties. Your duplicate container can be assigned a custom container name, then assigned custom properties separate from the vanilla container you duplicated it from, even though they are using the same base models and textures. Then you can replace the container in the player home cell with an instance of your custom container. This sounds more along the lines of what you want. Edited October 25, 2013 by ripple Link to comment Share on other sites More sharing options...
Sigurd44 Posted October 25, 2013 Author Share Posted October 25, 2013 Yep, exactly that I wanted to know. I already duplicated it, just wasn't sure what will happen when I edit the base model data of the clone and save it to .esp. The CK tutorial does not tell much about that. Thanks for the detailed answer. Link to comment Share on other sites More sharing options...
Recommended Posts