wofwof Posted January 20, 2013 Share Posted January 20, 2013 I have noticed one more thing. When I forgot to fix navmesh around the coffin, and "Draugr outside the coffin" problem has occurred, I found out that not only my testing area has been bugged but also all other areas where coffins are placed. Any one has any idea how to fix this? Or only solution is to use backup save (that i do not have ;P, yes my bad...)? Link to comment Share on other sites More sharing options...
ipudd Posted January 21, 2013 Share Posted January 21, 2013 (edited) I don't know whether i really should post it here, but i've also encountered the issue of draugrs standing outside their coffins. After a couple of minutes of turning various mods on and off along with starting the game via COC(k) command i've finally found out that it's Brothel.esp that's causing my problem. I hope it helps some of you, guys, unless you're an experienced mod-maker who had encountered such a problem during making their own mod. P.S. I don't know what's the mod's name, as there's nothing like description in the mod manager, readme or anything except for the .esp file present in my folders. Furthermore, i don't know how the *ck has it happened so that i've put my hands on such a mod. I'm not keen on staring at virtual hookers, 'ya know. It must have been a quest coming along with this mod, which would serve as an excuse for such an abnormal mod choice of mine. Edited January 21, 2013 by ipudd Link to comment Share on other sites More sharing options...
Northborn Posted February 11, 2013 Share Posted February 11, 2013 Just adding to this even if its been day a week or two: A clean COC teleport from the main menu works while one my game character (from a save where he's never been to the cell in question, of course) the draugr stand otuside of their coffins. Its a real annoyance, since I can't just wash my hands of it and say oh it works with a clean save. Its more than likely anyone who'd download my dungeon played in on an existing save. I'm not sure if there's a mod causing this, my gut feeling says yes, though right now, I have no time to mess around disabling all my mods.< Something interesting I've noticed: The draugr itself plays the coffin opening animation (I don,t meant the cover opening, I mean the draugr moving itself). There's clearly a problem with using the marker itself. Hmm Link to comment Share on other sites More sharing options...
Northborn Posted March 15, 2013 Share Posted March 15, 2013 To this day, I still haven't solved the issue. It's not related to the COC command as my dungeon is now linked to Tamriel, and ambushes continue not to work on existing save games, only on COC from main menu. This obviously is not a proper fix, as I expect most people who play my dungeon will play it via an existing save game (and they should). Has anyone ever found a solution? :/ Link to comment Share on other sites More sharing options...
tmac24utm Posted September 2, 2013 Share Posted September 2, 2013 I'm having this problem, i've gone through the tutorial and everything else works fine, it's linked to tamriel and everything but this draugr will not spawn in his coffin. The only thing i haven't tried is disabling mods and having other players test it. Please help as i really want to get some proper modding done but this bugs me to no end and i refuse to continue without fixing it Link to comment Share on other sites More sharing options...
Chiaro22 Posted September 20, 2014 Share Posted September 20, 2014 I just recently had this issue with one of the standing sarcophaguses. I found out that when I copy and pasted the setup from the warehouse prefab cell I had forgotten one of the pieces, namely the CreatureAlcoveMarker sticking out of the sarco lid. I know it's important to get all the pieces, but in my haste I just had copied the lid and the sarco plus the trigger and green marker... I placed the green draugr marker just outside in the void, and edited the navmesh in front of the sarco to fit better, and suddenly it all worked, at least from a coc command. I haven't tested all connected up yet. Link to comment Share on other sites More sharing options...
killerhobbit Posted August 3, 2015 Share Posted August 3, 2015 I had this issue but after a bit of experimenting i have found a solution. My solution to the Draugr spawning outside the sarcophagus' is to place the actor marker inside the sarcophagus. This worked for me at least so i can't speak for everyone but i hope that those who still have the issue find this to be useful. Link to comment Share on other sites More sharing options...
OperatorMaA Posted February 2, 2016 Share Posted February 2, 2016 GUYS GUYS GUYS GUYS, I know this is an old thread, but that last post worked, I just pushed all of my markers into their coffins and it worked! I think it has something to do with the markers canoodling with the navmesh itself, and tbh, I do have some laying down coffins that aren't popping their lids proper, but yknow, I'm over that biz, the chairs and standing up coffins work perfectly fine. This would be so much easier if I understood scripts and coding... Link to comment Share on other sites More sharing options...
WTFF Posted October 12, 2016 Share Posted October 12, 2016 (edited) Sorry for the necro, but I'm having this same issue and nothing has worked so far. The ambushes work properly when I COC from the main menu, but when I went to test it in-game, every draugr would stand outside the sarcophagus. I've tried loading my first saves, reinstalling the mod, waiting for the cells to refresh, using all the options "save cleaner" provides, removing skyrim.ini and every possible combination of the previous... no result whatsoever. I've also tried what has been said in the previous comment, and still the same.No other ideas? Edited October 12, 2016 by WTFF Link to comment Share on other sites More sharing options...
WTFF Posted October 12, 2016 Share Posted October 12, 2016 (edited) Nevermind, I found a fix so I'll publish it here, since it seems like no one has explained it clearly.There may be many other ways, but this is what worked for me:1- Set all the draugr and alcove/coffin markers as initially disabled.2- Place a "defaultActivateSelfTRIG" at the cell entrance, and on the scripts tab remove its default script.3- Click "Add", "[New Script]", name it however you like, and paste the following: ObjectReference Property Draugr1 AutoObjectReference Property Ambush1 AutoObjectReference Property Draugr2 AutoObjectReference Property Ambush2 AutoObjectReference Property Draugr3 AutoObjectReference Property Ambush3 AutoEvent OnTriggerEnter(ObjectReference akActionRef)If akActionRef == Game.GetPlayer()Draugr1.Enable()Ambush1.Enable()Draugr2.Enable()Ambush2.Enable()Draugr3.Enable()Ambush3.Enable()EndifEndeventRemove/add as many instances of "Draugr#" and "Ambush#" as needed for your dungengeon and number accordingly.- Save the script. Double click and edit each property picking in the render window the draugr (for "Draugr#") and markers (for "Ambush#") you previously disabled.- Save and done. They will now spawn inside their coffins and start the ambush package properly. Edited October 12, 2016 by WTFF Link to comment Share on other sites More sharing options...
Recommended Posts