sexyangel Posted December 27, 2016 Share Posted December 27, 2016 Hey there everyone I have a question I made a blacksmith cell and I'm attaching it to the Heartwood Mill area and the load doors that I put in are giving me some trouble. Now I can go outside threw the door and it puts me directly where it should on the yellow marker, but when I click back on the yellow marker to go back in it shoves me way off from the inside marker infact it sticks me not even on the floor but in the grey void area kinda in a wall. What do I need to do? The cell I made is a duplicate of the Solitude's Blacksmithing House with the arches if that is needed to be known... Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
NexusComa Posted December 28, 2016 Share Posted December 28, 2016 Sounds like you made two load markers and linked to the wrong one ... Link to comment Share on other sites More sharing options...
cumbrianlad Posted December 30, 2016 Share Posted December 30, 2016 Just to ad a bit to what NexusComa said (from a beginner's point of view), check the loadcell doors that you have on the interior and exterior of your cell. Under the Teleport tab, it should tell you which doors they are linked to. Mine are NordSmallDoor01 and NordSmallDoor 02. Each one should be linked to the other in the 'Teleport' tab for the door. If they're not, I'm guessing that's your problem and as NexusComa said, the door is linked to the wrong thing. This is just an afterthought, but when you link the doors up, you position the yellow boxes to where you want the player or follower to land in your cell. These should be put facing the right direction and close to the load door but far enough away not to cause problems with the player emerging embedded in the door etc. If you've positioned one yellow teleport marker so that it is not on the floor but partway underneath it, I think that the player will attempt to materialise halfway through the floor and might fall into the void. (NexusComa and others may correct me on this). Left click on your teleport marker to select it, raise it up (z), so that it is definitely all above the floor and 'floor' it (press the F hotkey, which will lower the selected object to the next available surface, this can be a table, vine floor or the floor itself). If you don't do this and just alter it so it's a bit above the floor, I don't think it will matter, except that when your player uses the door, you may see them dropping to the floor and hear a sound as if you'd jumped there. It's nicer to plant the marker on the deck. This also applies to walls etc. Remember that anything outside the floors, walls and ceiling are undefined in the game and show up as the grey void. Move your marker so that it is definitely both inside the room and not poking out through the floor or ceiling. From what I see, you can't see the teleport markers in the cell view window, so you can't check how many you've got (that's a bit weird but I've tried in my current tomb). You can only see what the markers are linked to by selecting the load door and editing them. Edit: I've just deliberately set a teleport marker part way through the floor on my tomb and...hey presto, when I used the exterior door in-game, I ended up floating in the void. This is definitely a possible cause of your problem. I say definitely a 'possible' cause because it may not be the one that you have, it's just that teleport marker mis-positioning would certainly cause what you are seeing. Link to comment Share on other sites More sharing options...
sexyangel Posted December 31, 2016 Author Share Posted December 31, 2016 Well I figured it out when I duplicated the cell whoever from the Game itself that designed that building didn't keep it on the snap grid platform when making it. I being a newbie thought since it's a vanilla building that when dupicating such a place that they would have built it correctly Nope..Not the case here so when I would click in it would pop me where the floor is suppose to be on the grid. Instead of rearranging the whole darn thing and correcting it I'm way to green to do that, I just built a hallway to where I would show up and BAM all is working. What I learned is never assume anything is correctly built on here and if I want it done right I'll build it myself. THANK YOU all for helping me!!! Link to comment Share on other sites More sharing options...
cumbrianlad Posted December 31, 2016 Share Posted December 31, 2016 Sounds like you didn't need much help after all! I'll remember that. Skyhaven temple's a good example of nothing being on the grid anywhere. The exterior is all at some weird angle and you can't find an interior wall that runs parallel to an axis either. I'm definitely going to mod it though, if only to kick the blades out and have a nice player home. I made a half-decent job of it just with console commands, so the CK should make the job a damn sight easier. I can't decide if that or Severin Manor will be my next project...Severin Manor's pig-ugly but can be made sooo nice. Link to comment Share on other sites More sharing options...
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