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[LE] Load Door Help - Stumpped


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*Stumped

I am trying to create an alt entrance via trapdoor to a shop. I've made trap door entrances before to my own cell, but this simply won't work. I can go in & out in the CK, but ingame, there is no option to enter. I can go into the shop & exit to Whiterun, but I cannot turn around & go back in. Is there a flag or something stopping me here, or....?

Thank you for your time. :)

Edited by NexTextGorilla
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Click on the door, go to the teleport tab, and then select the other door where you spawn in the second cell. After selecting it, make sure to align the teleport markers (yellow) properly, as the player's alignment follows theirs when u spawn into the cell. When you're finished, finalize your navmesh so NPC's know where to go in and out of ur cell.

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Click on the door, go to the teleport tab, and then select the other door where you spawn in the second cell. After selecting it, make sure to align the teleport markers (yellow) properly, as the player's alignment follows theirs when u spawn into the cell. When you're finished, finalize your navmesh so NPC's know where to go in and out of ur cell.

Thank you for your response. :)

I have made doors to my own cell without issue. I am having trouble with getting the same method to work for a shop entrance. The markers are set & pointing correctly.

I am creating a thieves entrance to be exact.

A trap door on the roof that lead to the upstairs of Warmaidens.

It appears linked up in the CK. I double click the marker on the outside & it takes me inside. I double click the marker inside & it takes me out. Ingame, the entrance does not give a prompt & clicking on the door just to be sure does nothing. Exiting the shop with the same door type does work. (FarmBTrapdoor02)

I feel like I'm being blocked somehow.

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Make sure the door A)Is not set to be Inaccessible, and B)If you've made a new Door, the Door has a name. Doors with no names don't let u activate them.

The Inaccessible option is not checked.

What field to look at to see if it has a name?

I am using the exact same door for both, so I do not understand why one works & other does not. Frustrating, but you know...that's modding, ha ha.

Edited by NexTextGorilla
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Make sure the door A)Is not set to be Inaccessible, and B)If you've made a new Door, the Door has a name. Doors with no names don't let u activate them.

The Inaccessible option is not checked.

What field to look at to see if it has a name?

I am using the exact same door for both, so I do not understand why one works & other does not. Frustrating, but you know...that's modding, ha ha.

 

I dunno, the last thing i can think of is maybe there's a collision plane in front of the door on either side, which is unlikely. Check the base object to see if it has a name.

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I dunno, the last thing i can think of is maybe there's a collision plane in front of the door on either side, which is unlikely. Check the base object to see if it has a name.

Ok, yeah. It has a name. FarmBTrapdoor02

EDIT: My bad, Trapdoor /EDIT

I just tried a test outside in Whiterun & both doors work. So something seems to be going on with the store cell. I will keep trying & see if I can get it sorted.

Will update if/when I do. Thanks :)

Edited by NexTextGorilla
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My Solution:

I tried a different door on the exterior &; it worked. Don't know why.

So I duped a different door & hit edit base.

Changed the nif to match the farmdoor, the one I wanted to use.

I can now enter the store & exit using what looks like the same door.

 

I appreciate you taking the time to help me Di0nysys.

Kudos! :)

 

UPDATE:

Had the issue again after moving it.

Used Jaxonz Positioner in game to move the door out & was able to access it.

So, I believe that it is actually inside the building model, while appearing to be outside. Not sure how to check this in the CK, as it would save a lot of time, instead of going into the game & back to CK.

In short, moving beyond this invisible barrier allows it be activated.

Edited by NexTextGorilla
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