Jump to content

Need Help


Chairkiller30

Recommended Posts

I am wanting to build a building (unknown size) and I want to know what wilderness cells can be modified without deleting anything important (eg. Doors, containers, large concentrations of ingredients). I am currently going through the list in the CS, but more than one person working on this would be helpful. Also, I have Knights of the Nine and Shivering Isles. :thanks:

 

PS: If there is a site that has something like this, just give a hotlink. That would be just as good, if not better, than a suggestion.

Link to comment
Share on other sites

In the CS, if you click on the details button when selecting a cell you'll see a list of all the stuff in that cell, so you can easily tell if it's worth to override some stuff or not. Be aware of doors, and check that those doors doesn't lead to a dungeon wich is part of a quest (normally you'll have to follow the teleport link and check that interior, mostly foes, if they aren't leveled or if there's some special item (persistent ref/quest item) then maybe they're part of a quest). Unfortunatelly you can't make sure that that area isn't affected by other mods unless you load them all in the CS, so expect some incompatibility.
Link to comment
Share on other sites

What I do when looking for a place to put my new dungeon is start the game and load up the most current savegame with my most advanced character. I look at the map and find a spot where there are no icons for locations. I write down the nearest locations and their directions from my chosen spot. I might do this in the form of a simple map. I might have my character fast travel there and walk around the proposed construction site. This also makes sure there are no undiscovered locations I have missed.

 

Then if the spot is good, I can go to the CS and mod it.

 

I really don't have any good advice about avoiding locations that other people have already modded. There are thousands of mods and virtually every cell has been modded by someone. So just don't worry about it. If you don't personally know of any conflicts, just make your mod on your selected spot. If you find a conflict later, you can tell people to turn off that other mod. Or if that other mod is really really popular, you could keep all your interior cells and cut and paste most of your exterior cell work to a new presumably conflict-free spot.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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