LarchFisher Posted August 4, 2022 Share Posted August 4, 2022 As the title suggests, I'm having issues with the sleep markers on beds being sideways with no way to rotate them. So far I've tried the following: - Editing the base - No Go- Deleting and re-adding - No Go- Deleting, saving, restarting the CK, then re-adding - No Go- Make new copies, and try all previous steps - No Go.- Delete the markers and re-add them - No Go- Delete markers, save, reload CK, re-add markers - No Go- Re-install the Ck - No Go- Verify and re-install Fallout - No Go- Add extra markers just for the f*#@ of it to see what happens - No Go- Search the s#*! out of Google and forums for a fix - No Go- Roll back to earlier versions of my mod from before the bed issue - No Go Any working suggestions will be much appreciated.. Link to comment Share on other sites More sharing options...
LarannKiar Posted August 5, 2022 Share Posted August 5, 2022 Creation Kit >> Furniture (of the bed) >> Active Markers >> select a Marker ("Interaction Point X") >> Marker Position/Orientation >> Rot. Link to comment Share on other sites More sharing options...
LarchFisher Posted August 5, 2022 Author Share Posted August 5, 2022 Creation Kit >> Furniture (of the bed) >> Active Markers >> select a Marker ("Interaction Point X") >> Marker Position/Orientation >> Rot. That would be considered editing the base, and in this case, doesn't work. Tried it repeatedly with no change. Link to comment Share on other sites More sharing options...
greekrage Posted August 5, 2022 Share Posted August 5, 2022 (edited) a) we never edit the base object ....b) we duplicate and rename the object and edit that however we want and thats what we place into the gamec) many beds also need the workshopobject script and certain keywords and values to work... ( if you compare a workshop bed (those that a player uses) and other beds found in the CK you will see that many dont have the script and values needed) As for the markers...NOTE:.... markers seem wrong when you open the edit window UNTIL you enable the marker position editor...where you will see that a value is already present in the rotation... Edited August 5, 2022 by greekrage Link to comment Share on other sites More sharing options...
LarchFisher Posted August 6, 2022 Author Share Posted August 6, 2022 All of my "bases" are copies. I never edit an original. I'm also aware of how to rotate markers and adding the needed scripts. The problem, is that no matter what position the marker is in in the editor, the changes are not applied. In short, change marker rotation, elevation, and position all day, hit apply, and nothing changes. Full stop. Apologies if I come across as an ungrateful asshole about this. Totally not my intention, and I do appreciate you taking the time to respond. I'm not new to modding, but have never had this issue before and it's had me slamming my head against a wall for the last 3 days. Good times! Lol Link to comment Share on other sites More sharing options...
greekrage Posted August 6, 2022 Share Posted August 6, 2022 All of my "bases" are copies. I never edit an original. I'm also aware of how to rotate markers and adding the needed scripts. The problem, is that no matter what position the marker is in in the editor, the changes are not applied. In short, change marker rotation, elevation, and position all day, hit apply, and nothing changes. Full stop. Apologies if I come across as an ungrateful a**hole about this. Totally not my intention, and I do appreciate you taking the time to respond. I'm not new to modding, but have never had this issue before and it's had me slamming my head against a wall for the last 3 days. Good times! LolSorry but i respond assuming that someone i dont know is a beginner....(old habit from the days i worked tech support :P ).... OK then...Is it possible to know what type of mod this is ?...I had a problem in general with newer mods made on a later version of the CK not working with an older game version.... Link to comment Share on other sites More sharing options...
RaidersClamoring Posted August 6, 2022 Share Posted August 6, 2022 Are there possible flags in the Nif that can cause this type of endpoint restriction? Link to comment Share on other sites More sharing options...
greekrage Posted August 6, 2022 Share Posted August 6, 2022 (edited) Are there possible flags in the Nif that can cause this type of endpoint restriction? ive used basically every bed in the CK for my mods...ive never seen something like this...Also note the nif is just a static...it has nothing to do with the marker that is the actual interaction point and placed on the nif .You can grab any nif of anything and apply a sleep marker to it and npc's will use it as a bed for example. Edited August 6, 2022 by greekrage Link to comment Share on other sites More sharing options...
greekrage Posted August 6, 2022 Share Posted August 6, 2022 @OP..Youre obviously testing with a game running mods correct?Any chance you have an issue with a conflict ?Have you tried making a mod profile without any mods ? and use that ?(personally i use a "skeleton" mod profile with only basics...and zero building mods,AI mods ,scrap mods etc...) Link to comment Share on other sites More sharing options...
LarchFisher Posted August 7, 2022 Author Share Posted August 7, 2022 (edited) @greekrage There were no mods loaded at all in the CK when I built my mod. The only dependencies are just the Fallout4.esm. Don't know if the problem actually shows up in game or not, to be honest. Haven't gotten that far yet lol. Something that I didn't mention at the time of my original post, which is totally my f*** up and that may be relevant, is that even after completely pulling my mod and loading only the Fallout4.esm, and nothing else, the problem still persists. Every single bed, with the exception of the ground mattress, the sleeping bag, and the npc hospital bed all show sideways sleep markers in the render window, but are displayed correctly in the editor window. Change the positions in the edit window, click apply, and nothing changes in the render window. They are still facing 270 Degrees, or West - East if that's easier. Head of bed is at 0 (N-S), and head of sleep marker is at 270 (W-E). As previously stated, I've never had this problem before now. Like ever. There's a long list of other issues I've had with the CK, but never this one so I'm seriously at a loss. Edit: In normal playthrough, everything seems fine in game, the mod I'm working on excluded as it hasn't been enabled, so isn't part of normal game play yet. It's only in the CK that I'm experiencing this issue. Update: Finally got it working right. The solution that, for the moment, seems to have worked was to employ a scorched earth policy on the CK and wipe any and all traces of it from my system, then do a clean install, and not install CK Fixes. Seems CK Fixes was the culprit, at least in my case. So, should anyone else have this problem in the future, my suggestion is to completely wipe the CK and anything related to it, do a clean install, and DO NOT install CK Fixes. Just as well anyway as it's been bloating my mod files due to it constantly updating and appending the NavMesh on every save. Edited August 8, 2022 by LarchFisher Link to comment Share on other sites More sharing options...
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