WarKirby3333 Posted July 14, 2006 Share Posted July 14, 2006 I'm making a big castle but the site I've chosen has an oblivion gate worryingly close. So I was thinking about moving it, along with nearby spawn points and the map marker about 50 metres north. Is there any thing I need to pay special attention to when moving a Gate? In what ways could It go horribly wrong? Am I worrying for nothing? Thank you for any help and for your time WarKirby Link to comment Share on other sites More sharing options...
CJD Posted July 14, 2006 Share Posted July 14, 2006 the only problem i can think of is putting it on a creature spawn point. which will probably cause the game to crash. other than that i think there is a slight chance of u not being able to open the gate. :D Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 14, 2006 Share Posted July 14, 2006 The main thing you need to be concerned about is pathing grid. Any time you place or move a building, rock, or anything, you need to adjust the path grid to move around it. If you don't, NPCs might get caught in the object, or if you're lucky, spend a good 4-5 mins walking into a wall. Second is the properties of the gate itself. If it is used in any quest or package, you may need to adjust them. Most random gates don't have this problem, but you never know. You should probably try moving the gate in a seperate plugin first to make sure it doesn't cause any problems, and to avoid messing up your main mod. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted July 15, 2006 Author Share Posted July 15, 2006 thanx. I totally forgot about pathgrids. Link to comment Share on other sites More sharing options...
Fontes Posted July 15, 2006 Share Posted July 15, 2006 Or the easier solution... Find another place for the castle. The gate got there first... :P I know, it sounds stupid, but hey, isn't it much easier than moving the gate, considering it may cause you to ruin a considerable part of the game? That's what I would do... Try to find an area as empty as possible... Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 15, 2006 Share Posted July 15, 2006 Fontes said: Or the easier solution... Find another place for the castle. The gate got there first... :P I know, it sounds stupid, but hey, isn't it much easier than moving the gate, considering it may cause you to ruin a considerable part of the game? That's what I would do... Try to find an area as empty as possible... Nah, if it's your standard random gate it shouldn't affect too much. Just make sure that when you move it, you take anything associated with it to the new site as well. Most of the oblivion gates are placed on areas that also have large rocks. These rocks are disabled when the gate gets spawned. If you don't, you might end up with a rock suddenly vanishing, and the terrain near the new site not looking right. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted July 17, 2006 Author Share Posted July 17, 2006 I wondered why there was a big rock on top of the gate. I missed the last 2 post because I was building the castle. I moved the gate and the castle is in its place now. I made a backup of my mod in case any thing goes wrong but I think its fine. I even retextured the terrain around the new gate site with that fiery cracked ground stuff. Also I didn't move it far so most people will not even notice it has been moved. Thanx WarKirby Link to comment Share on other sites More sharing options...
sacredstick Posted July 29, 2006 Share Posted July 29, 2006 move it into the inperial city :D (dont!) (no really, dont!) although i will try to see if i can do it myself to watch a few daedra get cut up by legion soldiers :) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.