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Placed objects in correct position in the CK but not ingame


AlCiao

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Well, I reckon the title says it all.

 

I was fixing a bug in my new Treasure Vault mod by returning to the original script that had worked perfectly numerous times. After running many tests trying to figure out what the problem was, I used the "player.moveto" command ingame and discovered that the items (all appearing correctly placed in the CK Render window), are hanging out in the void! What gives?

 

Especially since they weren't there before. The only things that have changed between working perfectly and suddenly being out of the room boundaries, is that I replaced the static door with a load door and put a teleport marker on it to the exterior entrance.

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  • 3 months later...

Did you clean any "dirt" from your mod by ignoring changes in the file Details dialog in the CK? Doing so can sometimes break the mod if you ignore/delete the wrong data.

It sounds like the data that contains the items' location coordinates has been deleted or become corrupted, so Skyrim doesn't know where to place the objects. This happened to me once when I "accidentally on purpose" ignored the cell coordinates used by some npc's I had placed. They all moved into the only cell that I hadn't deleted :whistling:

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Steve can you explain how a custom NPC's custom default outfit of farm clothes and no gloves rings or anything on the hands can suddenly have gauntlets in the game(not in inventory either)? Or my personal favorite of why a vendor service will not work if it stops at midnight but works fine ending at 1 am or 11pm..
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You'll have to talk to the farmer's and vendor's union about that. All those occupational health and safety regulations about wearing appropriate personal protective equipment and taking suitable work breaks at midnight and so forth... :laugh:
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