Jump to content

Static object placement


jemiari

Recommended Posts

I'm having this issue where trying to move a static object (eg. a door) in the CS results in no change whatsoever in-game. I can change the size of an object and delete it outright, but actually trying to move it doesn't work. Deactivating the mod, saving and reactivating it updates the changes, but obviously I can't take this approach to a quest mod. Is this a common problem and is there a way around it?
Link to comment
Share on other sites

Try using another save. Most people have a special clean save (not mods at all) to test things.

I could be that your character already loaded that specific objects before (door), therefore it will remain unchanged.

(from a while to infinitively). That would be more common when objects are persistent.

 

I can change the size of an object and delete it outright, but actually trying to move it doesn't work.

What do you exactly mean? Inside or outside of the game?

Link to comment
Share on other sites

As I said, it's impossible for me to use a clean save since the mod in question is a quest mod and unplugging it would almost certainly ruin my progress and cause worse problems than the unsatisfactory placement of a door.
Link to comment
Share on other sites

As I said, it's impossible for me to use a clean save since the mod in question is a quest mod and unplugging it would almost certainly ruin my progress and cause worse problems than the unsatisfactory placement of a door.

Its a modder-dilemma. That's the reason why many mods take much time. Playing/testing/playing again..for a long time...

Although the console is there to solve that.

 

Using: "setstage (yourquestid) (stage)" To set your quest to a specific stage.

: "set (yourquestid).variable (quantity)" To change certain variables.

The most used one "Player.additem (item) (quantity)" to give you items like keys or anything to continue.

ToggleGodMode/TGM to run to a place unharmed..

using the console and clicking on an enemy then typing 'kill' to get rid of enemies quickly..

 

its a long list...

Link to comment
Share on other sites

Sounds fair. But keep it in mind for more important things than doors.. it could get significantly more troublesome...

Especially things involved with scripting or packages. The solution part could show up in your save, because of the mix-up.

But it wouldn't work at all when people/you will start playing the first time with a clean view on your mod.

 

This isn't really relevant to a door ;D. But a common problem.

 

Good luck with your quest :thumbsup:

Link to comment
Share on other sites

vicICE made a good point in his first post. If you have already visited the area where you modified the door, you might not be able to move it around and see the changes in your game. Try start a new game and visit the area with your moved door using the new character and see if there is a difference.

 

I would recommend you don't delete th door if you can avoid it since this can cause conflicts with other mods that use that door.

Link to comment
Share on other sites

I think we have a little misunderstanding, guys. I'm not making this change to a mod I'm creating. There would be no issue, otherwise. I'm making this change to someone else's mod I'm playing for private use. My method worked, as troublesome as it was, and it's all good. Thanks for all the advice, either way. Anyhow, what an incredible pain it is to get static object placements to update in a location that's already been visited in a save. Morrowind had the same problem. It's something they hopefully rectify in the next TES.
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...