cumbrianlad Posted April 4, 2017 Share Posted April 4, 2017 Hi, One of the reasons that I wanted to get CK in the first place is that I spent hours using the console to alter the interior of Skyhaven temple and Severin Manor. The results were beautiful but took an age to do and are lost every time I play a new game. I thought that if I opened CK, duplicated AAAMarkers and deleted the contents of the duplicate cell, that I could then use the cell view window, highlight everything in the SkyhavenTemple interior, CTRL+c and CTRL+v and drop the objects into my duplicate cell...it doesn't work. My thinking was that the best way to mod a vanilla interior would be to copy it, modify what I wanted to and then alter the vanilla cell LoadCell door to direct the player to my new cell. This way I don't have to **** about with vanilla navmesh etc and cause conflicts. How is this done and what's the best way to do it? Link to comment Share on other sites More sharing options...
agerweb Posted April 4, 2017 Share Posted April 4, 2017 Duplicate the vanilla cell then as you say disconnect the vanilla cell load door and reconnect to your duplicate interior. Link to comment Share on other sites More sharing options...
Aragorn58 Posted April 4, 2017 Share Posted April 4, 2017 (edited) Hi, One of the reasons that I wanted to get CK in the first place is that I spent hours using the console to alter the interior of Skyhaven temple and Severin Manor. The results were beautiful but took an age to do and are lost every time I play a new game. I thought that if I opened CK, duplicated AAAMarkers and deleted the contents of the duplicate cell, that I could then use the cell view window, highlight everything in the SkyhavenTemple interior, CTRL+c and CTRL+v and drop the objects into my duplicate cell...it doesn't work. My thinking was that the best way to mod a vanilla interior would be to copy it, modify what I wanted to and then alter the vanilla cell LoadCell door to direct the player to my new cell. This way I don't have to **** about with vanilla navmesh etc and cause conflicts. How is this done and what's the best way to do it?I don't understand why coping and pasting won't work for you, I have done it several times for my own mods and I just tried it with Skyhaven Temple and it works perfectly. But when you copy and paste a cell be aware that the navmesh, trigger boxes or encounter zones do not follow, unless there is some technique that I am missing. Also cells like Skyhaven Temple have a lot of objects that are enabled via an xmarker I am assuming through a quest that will not be enabled unless the new cells x marker is linked in place of the original. If for personal use it should not be too difficult but if it is something you plan on releasing it could be an issue. I've done this in the old CK and when I tried to copy a cell in the 64 bit version, the CK froze up. IDK why but I have not done too much in it but convert mods to be compatible with SSE. What agerweb says is correct I used a few vanilla farm houses in a mod, copied and pasted them into a new cell, and just changed the link of the door to my locations. Edited April 4, 2017 by Aragorn58 Link to comment Share on other sites More sharing options...
agerweb Posted April 4, 2017 Share Posted April 4, 2017 Your copy and paste probably didn't work because you didn't wait long enough for the items to be copied - particularly if you are copying a large number of items. Link to comment Share on other sites More sharing options...
Tasheni Posted April 4, 2017 Share Posted April 4, 2017 (edited) This should do: Jaxons Positioner: http://www.nexusmods.com/skyrim/mods/52583/? to alter your cell in game and then Game to Mod: http://www.nexusmods.com/skyrim/mods/64048/? Edited April 4, 2017 by Tasheni Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 5, 2017 Author Share Posted April 5, 2017 So I was along the right lines. I'll try waiting longer when I copy and paste. I'll check the items enabled by x-markers but I suspect that they won't be a problem for me. Also I don't care about the navmesh because I'll be altering the layout so much I'd prefer to make a new one anyway. The place couldn't be used by any players until they'd finished the main quest line because I think the player is required to speak to Esbern about killing Paarthurnax. If I release it as a mod, I'll have to account for that in some way. maybe I could script the loadcell door to link to my new cell only after that quest is completed. For now, I'll just see how good I can make the place for personal use because my clean save for the mod will be after the main quests have been completed. Link to comment Share on other sites More sharing options...
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