JMarso Posted March 30, 2014 Share Posted March 30, 2014 Okay, I'm at the end of my rope here. I'll start by describing what works and what doesn't, then outline what I've tried to fix the problem, but with no success. The overriding issue: I cannot place a custom made NPC into a custom made cell. What does work: The NPC will place and function fine within the Tamriel worldspace, as well as all vanilla interior cells. Furthermore, if I recruit the NPC in one of those other places they will follow me into the custom made cell and function normally inside it. 1. The customs cells are navmeshed. 2. I've tried using linked references and xmarkers to aid in making the NPC appear, but nothing I've tried on that front has worked. I've tried placing a simple xmarker and linking the NPC to it, and I've tried doing the same through the AI packages by either creating a custom AI package or editing an existing sandboxing package. It doesn't matter whether I try using the custom cell itself as the linked reference or an xmarker in the cell, nothing works. 3. As an experiment, I tried to COC into the custom cells from the main menu, which may provide a clue: Although the custom cells appear and function normally in game, trying to COC into them results in a teleport to nowhere. Either total blackness or a grey nothingness. Here's the interesting thing, though: both times I tried this with the custom NPC in the cell, I could hear their voice giving me a standard greeting even though they weren't visible. So on the face of it, it would seem that the NPC's are heading to the same empty limbo that I go to on a COC console command. Yet the cells work fine in-game, except that NPC's won't spawn there. Researching on line hasn't yielded anything that works, and I'm new enough with the CK that I'm not sure if I'm making a mistake in the process somewhere. The tutorials I've looked at all involve dropping NPC's into existing vanilla cells, and that's not a problem for me. If anyone knows the fix for this, I'm all ears. The COC teleport to nowhere thing has me a little concerned, though. It seems as though that shouldn't be happening. Link to comment Share on other sites More sharing options...
Georgiegril Posted March 30, 2014 Share Posted March 30, 2014 May seem obvious, but when you open the creation kit, do you have the NPC checked, and the the custom world space as the active file? Link to comment Share on other sites More sharing options...
JMarso Posted March 30, 2014 Author Share Posted March 30, 2014 May seem obvious, but when you open the creation kit, do you have the NPC checked, and the the custom world space as the active file?No, I was trying to develop the NPC part of the mod as a separate mod that used the custom world space as a parent master file. An overlay, if you will. So does the custom cell need to be the active file in order to place an NPC inside it? (As opposed to the NPC mod being active- judging by your comment, I may have been doing this backwards.) Lemme go try it the way you described and see what happens. Link to comment Share on other sites More sharing options...
JMarso Posted March 30, 2014 Author Share Posted March 30, 2014 Okay, what you suggested worked- sort of. There was one more step, which was to duplicate the NPC and use the duplicate. What that probably means is that doing the NPC as a separate mod is a waste of time- if you just create it as part of the original .esp file with the custom world space selected as the master. I'm going to try that next and see if it works as well, but I suspect it will. Thanks for the tip! You basically got me on the proper path there. Link to comment Share on other sites More sharing options...
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