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the better way for heavy interior changes...?


stevie70

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i have an interior cell, that undergoes major changes as a result of a quest (pc not in cell while this happens); i've figured out (and successfully tested) two different ways of doing this - the first one: i keep the same cell and have the script enable/disable what's needed for the changes to take effect; the second one: i use an additional cell, which is a duplicate of the first one with all the changes done, and have the script just change the door/teleportation so on next enter the pc enters the changed cell. both methods have their rather obvious advantages and disadvantages, so i'm quite undecided on how to do it & i wonder, if any of them is in itself any better than the other and why, any hints maybe...?
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Additional cells is how Bethesda always handled it. It's too much of a hassle to disable and re-enable for a whole other deal. Especially with the possibility that something might go wrong and will change it before the players eyes (or maybe just half). Trust me, I've tried both :P and a new cell by enabling another door is easier. If it's less than 10 items it's fine, but any larger makeover is best handled by using a new cell.
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Additional cells is how Bethesda always handled it. It's too much of a hassle to disable and re-enable for a whole other deal. Especially with the possibility that something might go wrong and will change it before the players eyes (or maybe just half). Trust me, I've tried both :P and a new cell by enabling another door is easier. If it's less than 10 items it's fine, but any larger makeover is best handled by using a new cell.

well in fact the script enables/disables one single object only, and i just batch-set all the other stuff as this items enabling children, tried that and works fine as long as it's the objects only; the thing that scares me about that though is, that i need some other enabling/disabling-scripts in there that partially affect the same items, so i'm afraid scripting this could become a real pain in youknowwhere (the more for someone who just learned and is learning all that stuff from scratch)...

using a different cell on the other hand would spare me from this (plus what you write & bethesda doing it this way kind of inclines me to do so of course), but the place is rather big (a suite than can optionally be revamped) and the changes affect furniture etc only, while the layout stays untouched, so i'd have tons of duplicate stuff (the walls etc) in my mod, increasing its size for no reason except me being scared of wicked scripts... :-)

hm...

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good point indeed, (stuff left in there)...

and brings up another point i hadn't considered at all so far, that's if somebody uses a companions-wait-anywhere-mod (me, i couldn't do without :-)) in there, uhm, companions left in there would just be stuck in the original cell forever i guess...? i don't even know where to start figuring out what to do about this..

i've given it a short look how it's done in the (revampable) lucky-38-suite, but i can't see any duplicate cells in geck, only one cell with all available stuff in there upfront, so kind of smells like dis-/enabling (can't tell yet if there's anything done with multibounds though, disabled those, hate those, don't want to use those if i don't need to, but i'll try to find out).

anyone happens to have an idea how it's done with the megaton-suite in fo3 or the houses in oblivion? (don't have either of those installed right now)

Edited by stevie70
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luck 38 is object scripts that enable items already there (said items are disabled by default)

yes, just like i thought from first look. thanks for sparing me from having to look closer into that myself :-)

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