DarthCareBear Posted August 12, 2014 Share Posted August 12, 2014 Well I used a system of tower bsses and stairs to lead up to the tower, but its just static object that go into the mountain. The entrance is fully functional and is above the mountain. Also do I have to do anything specialbwith the nav mesh to get followers to use doors/ follow me inside? Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 12, 2014 Author Share Posted August 12, 2014 Well I used a system of tower bsses and stairs to lead up to the tower, but its just static object that go into the mountain. The entrance is fully functional and is above the mountain. Also do I have to do anything specialbwith the nav mesh to get followers to use doors/ follow me inside? I'm not sure what could be wrong with the mountain, but the navmesh just needs to exist really. So make sure you have the proper navmeshing on the stairs, and make sure there is a green triangle underneath the door. Link to comment Share on other sites More sharing options...
EliteKhajiit Posted August 12, 2014 Share Posted August 12, 2014  Ok that pretty much answers the second question. I want my home(a dungeon) to reset so I can have more mushrooms, but I don't want creatures to respawn.  With the first question I'm just trying to understand what happens to a cell if its encounter zone is set to "none". Is the encounter zone determined by some master setting?  I'm not much of an interior designer, so I can't really answer that question. Hopefully, somebody else will be able to though. EDIT: This Encounter Zone page might help you somewhat. I'm sorry I can't help anymore. EDIT 2: Well, I'm not sure what will happen if it's set to none, but possibly the default settings of a normal Encounter Zone would be yours?Ah thanks for that link. I'm a bit confused now though. I suspect that a zone resetting is the same as typing into the console resetinterior <cell ID>, which actually resets the cell's creatures and bosses, even though they don't have a respawn flag.  I'm starting to think the only way to have a dungeon where the flora resets but the enemies do not is with a script that forces the flora to respawn after a certain point. Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 12, 2014 Share Posted August 12, 2014 Just set the enemies not to respawn Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 12, 2014 Share Posted August 12, 2014 You would have to edit each npc and unclick respawn Link to comment Share on other sites More sharing options...
EliteKhajiit Posted August 12, 2014 Share Posted August 12, 2014 (edited) You would have to edit each npc and unclick respawnI'm saying they respawn even though they are already set to not respawn. edit: I could be wrong though, I'll have to test it again. edit2: Yeah I was wrong, they don't reset if the respawn flag is off. Edited August 12, 2014 by EliteKhajiit Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 12, 2014 Author Share Posted August 12, 2014 Are startup stages necessary in non-Story Manager quests? And are shutdown stages necessary if you have a startup stage? Link to comment Share on other sites More sharing options...
DDProductions83 Posted August 12, 2014 Share Posted August 12, 2014 (edited) Ok heres one for youThis is seriously pissing meoff cause no matter what I do casting a spell seems to ALWAYS call a detection event, even when putting the sound level to silent and adding all perks to the playersoooooKnow of any way for a lvl 1 with no skills to be able to fire a spell and it not cause a detection event?I'm trying to place this godawful trap I spent 5 hours working on now and its awesome as all hell but the absolute best way to place it was via a spell explosion (very very very tiny one) that places a object which spawns the trap at the exact height level of the ground the object was on etc..Just keep getting in combat no matter what I do with the spell projectile and explosion sound levels EDITI just F'ing gave up, it's as silent as it can be roflLike all I wanted to do was place this trap via a spell delivery without ever being detected, too hard ot ask skyrim wtf!! Edited August 12, 2014 by Darren83 Link to comment Share on other sites More sharing options...
lofgren Posted August 12, 2014 Share Posted August 12, 2014 Are startup stages necessary in non-Story Manager quests? And are shutdown stages necessary if you have a startup stage?Start up and shut down stages are never necessary. They are useful if you have a stage that you want to fire automatically when a quest starts or if you have a stage that you want to fire whenever a quest stops, but they are not necessary if you don't need this things. Link to comment Share on other sites More sharing options...
Verband Posted August 12, 2014 Share Posted August 12, 2014 I got the dawnguard dlc and it removed hostility towards stage 4 vampires. That takes out all the fun out of being a vampire!Does anybody know a mod to make those npc hostile again? I don't want anything else to change. Link to comment Share on other sites More sharing options...
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