bovd Posted January 24, 2011 Share Posted January 24, 2011 I've created a house in cell 40,-10 but my door linking to Tamriel is tied to a reference to cell 0,0. I don't understand how I'm getting a reference to this cell and if I delete it in TESCS, my exterior door disappears. When I replace it, I get the same link to cell 0,0. I can see the link in TES4edit but don't know how to fix it. The interior door has a script attached to it to trigger a quest similar to the ICWaterfront house for buying furniture. If I leave this cell reference intact, everything seems to work the way I intended it but the mod is dirty and I'm sure will cause problems later. The door with the script is a new object of Base Object ChorrolDoorMiddleAnim02. The exterior door is a reference of the original ChorrolDoorMiddleAnim02. I'm not sure of what other information to provide here so just ask and I'll look it up. I modded the ICWaterfront house and didn't encounter a problem like this. I've searched the forum and tutorials I thought might help and I'm still stumped. I'm running version 1.2.0.416. Any pointers would be appreciated. Link to comment Share on other sites More sharing options...
Megatarius Posted January 24, 2011 Share Posted January 24, 2011 Doors are a pain in the CS. First, forget all you just typed. What works for me at least, is to first place each door into the scene, and leave them both alone. Second, SAVE. Third, double-click any door. Move the dialogue box aside. Fourth, go to that door's "other side" cell. Center the door in the window. Fifth, in the dialogue box for the first door, click on Select Reference in Render Window. Sixth, double click on the door in the window. Seventh, immediately click OK on the window for the other door. Good luck. :thumbsup: Link to comment Share on other sites More sharing options...
bovd Posted January 24, 2011 Author Share Posted January 24, 2011 Thanks for the advice. I'm going to start over from scratch I guess. I looked at my ICWaterfront house mod and it IS in that one too! I've looked at some other mods that aren't mine and I see this cell 0,0 reference in a few others also. Apachii Goddess Store 1.5, Colourwheels Sexy Female NPC's and Cliff's Smokey Chimneys, to name a few. Is this a normal occurrence? Does that cell reference make a mod dirty or not? Link to comment Share on other sites More sharing options...
bovd Posted January 24, 2011 Author Share Posted January 24, 2011 Well, I did exactly as you suggested and I still got the same results. In fact I did it twice and it happened both times. After the first time, I went into the file details and toggled the ignore flag for cell 0,0, reloaded and saved and it moved the exterior door from cell 40,-10 in Tamriel worldspace to my interior cell apparently dropping it at some random location. I deleted that door and placed a fresh door in cell 40,-10, went to the interior, reset the teleport flag and selected the exterior door in the reference window, then clicked ok on the dialogue. The dialogue boxes for the individual doors show they are linked correctly but still cell 0,0 shows up. The screenshot shows the details. What is the deal with cell 0,0 that it desperately wants to be in my mod? http://i1197.photobucket.com/albums/aa422/madroger/bovdshack1.jpg Link to comment Share on other sites More sharing options...
Megatarius Posted January 25, 2011 Share Posted January 25, 2011 Does the door work properly in-game? How do you know that Cell 0,0 is Tamriel worldspace cell 0,0? Perhaps that cell is the cell where the inside of your house is. I'm not sure if that's how interior cells work. Link to comment Share on other sites More sharing options...
bovd Posted January 26, 2011 Author Share Posted January 26, 2011 The doors work perfectly in-game. That's a really good point about the interior being in cell 0,0 but not in the Tamriel worldspace. I hadn't really thought about it like that. I just assumed that's what the detail window was referring to. I looked at the Cell View window and cell 0,0 in Tamriel is named Wildernes02 and the CS says it is unchanged, so you may be on to something there. I guess I'm obsessing a little too much about my mod being clean. I'll leave it alone and continue from where I left off. I thank you very much for your time and your input. Link to comment Share on other sites More sharing options...
Megatarius Posted January 26, 2011 Share Posted January 26, 2011 No problem. Don't worry about whether or not it's clean. Feel free to describe the problem in a "known bugs" section of the readme. People will report anything weird to you. Don't let the CS get to you. Have fun modding. Link to comment Share on other sites More sharing options...
David Brasher Posted January 26, 2011 Share Posted January 26, 2011 (edited) All doors are persistent references. Persistent references always go into cell 0, 0. That is how the game is set up. Your mod is not dirty and everything is operating as it should. Edited January 26, 2011 by David Brasher Link to comment Share on other sites More sharing options...
bovd Posted January 27, 2011 Author Share Posted January 27, 2011 Thank you for your info. That's good to hear. Did I miss that information in the manual for the CS? I've picked up so many documents on it that I can't keep track of them all. Also, if somebody could point me to the info on the features added by the latest CS patch (1.2.0.404), that would be helpful. I don't have documentation covering the tools added to the file menu. The link to the release notes on TESCS wiki just gives me a "404 - Not Found". Thanks for the help. Kudos, both. Link to comment Share on other sites More sharing options...
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