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[HELP] Can not use COC command


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I am doing an esm mod right now, with masterfile being another esm mod.

I can not use coc to move to areas that I set a new editor id. Like original mod's cell being 16001fac I set it id to adwLurkGrottoEXT for example. I can not coc 16001fac, or coc adwLurkGrottoEXT unless I stand right on that cell. The worldspace is a new one created in original esm mod.

I can use coc to move to interior cells then go outside. I can use world map fast travel to move to exterior cells.

IT's the first time I meet this problem. I did mod with esm mod like Dry Canyon no problem. What can this problem be?

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How are you creating your esm?

If you are editing the esm in the GECK using the GECK powerup or the GECK extender then you can lose certain types of records. Create your mod as an esp and then change it to an esm when you are done using FNVEdit to prevent this from happening. If you need to edit it again, convert it back to an esp (or keep a copy of the esp around for editing) then change it back to an esm when you are done.

The most common symptom of this is that the changes you make to existing items and cells in the worldspace get lost. I'm guessing that this is the reason that your cell ID doesn't show up in-game.

Alternately, you can use the GECK in networked mode and use version control to check in esp changes into your esm. This method doesn't lose records.

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My esm start out as an esm I created previously, cave pack for zion. I use FNVEDIT to deal with it, and only use GECK to change position of asset in a cells.

I create new doors for the caves in Dry Wells, some that would be used, and delete the unused cave cell. There is interior changes for those cave cells, but that probabbly not related to problem in outside cells.

The notable thing is probbabbly editor id for the doors, like an example: adwYaoguaiNestexitref and adwYaoguaiNestentranceref , which is different from an old location in the Drywells, which is adwYaoguaiCave, and its doors dont contain editor id. There is other caves with different name from old location, obviously.

COC markers I also set, which doesnt help, as it teleport me to a position inside cliff in two cells. Those cells also contain mapmaker stat, but I set it as above a rock, but it still port me to inside cliff.

I dont get this, because I mod cave and terrain for Dry Canyon and it work fine there. The original cave pack for Zion also work fine.

Side Note: okay, I use a save game that just finished the quests in those area to install this mod to playtest it. Let me test with a save game that is BEFORE I arrive to this, to see if it still bug.

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ONE area only that coc can work, coc adwsunkenboat . Which is a river beach cell.

Two more areas are also river cells, but simply can not coc to it. Only work if I stay in that cell already, and coc will send me to a location under rock/cliff. The coc marker are already set, and above  barge (flat surface)

Testing using a save of before I arrive at the region, so that should mean my save has no data of it.

So that's the weirdness of it: if it doesnt work, it should do so on ALL the cells, but no, one cell still work. So I have no idea why coc work only on one cells and ignore all the rest.

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Okay, so I move coc marker to somewhere empty near riverbed, so it teleport me there without being sunk under cliff or rocks.

I think I figure out a bit of this coc bug. It will teleport me to cells in the vinicity that the game load when I am in a cell. Like, if you load an area in geck, it will load a few areas around it? Yeah, so the areas center on my position is where I can coc to.

But why did it bug out on THIS mod, but not on previous mod?

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