brokendeck Posted March 13, 2012 Share Posted March 13, 2012 I had to break the cluttermarker in the Sky HavenTemple as one of the steps to prevent my NPCs from being wiped/reset. But I completely forgot about the archery targets and practice dummies in the Sky Haven Temple courtyard that are also spawned by the same cluttermarker? This cluttermarker is usually activated during MQ204 stage 20. How would I go about making a custom clutter marker to take the place of the one that I got rid of? I only need it to spawn the items in the courtyard and not the Temple itself. Link to comment Share on other sites More sharing options...
Tamb0 Posted March 13, 2012 Share Posted March 13, 2012 Can't you just duplicate, cut and paste another from the original ? Link to comment Share on other sites More sharing options...
brokendeck Posted March 14, 2012 Author Share Posted March 14, 2012 Can't you just duplicate, cut and paste another from the original ? No, the original was deleted Link to comment Share on other sites More sharing options...
Tamb0 Posted March 14, 2012 Share Posted March 14, 2012 You can't delete the original. You can delete how it appears in your mod, but all the information is still there.Here's what to do. Start a new mod and load up the cell. The cluttermark will still be there. Duplicate the stuff you need and copy/paste the duplicates into your new mod and exit the CK. Now load the CK again and select your original mod as the active file, but also put a cross beside the new mod that you created. When the CK loads, bring up the new cell and duplicate the stuff you need and copy/paste the duplicates into your original. Delete the new mod when done. Link to comment Share on other sites More sharing options...
brokendeck Posted March 14, 2012 Author Share Posted March 14, 2012 You can't delete the original. You can delete how it appears in your mod, but all the information is still there.Here's what to do. Start a new mod and load up the cell. The cluttermark will still be there. Duplicate the stuff you need and copy/paste the duplicates into your new mod and exit the CK. Now load the CK again and select your original mod as the active file, but also put a cross beside the new mod that you created. When the CK loads, bring up the new cell and duplicate the stuff you need and copy/paste the duplicates into your original. Delete the new mod when done. Allright, I've got a new cluttermarker i want to use now, how do I replace it in the Papyrus script? here's the script I want to alter: --- ; player has spoken to ArngeirIntroScene.Start(); enable Sky Haven clutterSkyHavenClutterMarker.Enable(); give Delphine and Esbern swords(Delphine as Actor).SetOutfit(BladesArmorNoHelmet)(Esbern as Actor).SetOutfit(EsbernNewOutfit)Delphine.AddItem(AkaviriKatana)Esbern.Additem(AkaviriKatana) --- My new clutter marker is named "SkyHavenClutterFixMarker". It's where "SkyHavenClutterMarker" was in the code originallly. When I try to edit this script and save, I get a compilation error. Is there any additional things I need to do? The CK tutorials aren't really specific enough to help me address this problem. Link to comment Share on other sites More sharing options...
Tamb0 Posted March 14, 2012 Share Posted March 14, 2012 Sorry, I can't help you with that I'm afraid. Maybe one of the scripting gurus will take over from here. Link to comment Share on other sites More sharing options...
brokendeck Posted March 16, 2012 Author Share Posted March 16, 2012 Sorry, I can't help you with that I'm afraid. Maybe one of the scripting gurus will take over from here. Bump. Anyone with an insight? Link to comment Share on other sites More sharing options...
fg109 Posted March 16, 2012 Share Posted March 16, 2012 The SkyHavenClutterMarker in the script is a property, not the reference ID. I am not sure if that's actually from a script, or script fragment (ie code from a quest stage or something). I'll just assume that it's a quest script. Open up the quest that this script is attached to and then go to the script tab. Do not edit the script, instead edit the script properties. Find SkyHavenClutterMarker in the properties, and set it to point at your SkyHavenClutterFixMarker. Link to comment Share on other sites More sharing options...
brokendeck Posted March 17, 2012 Author Share Posted March 17, 2012 The SkyHavenClutterMarker in the script is a property, not the reference ID. I am not sure if that's actually from a script, or script fragment (ie code from a quest stage or something). I'll just assume that it's a quest script. Open up the quest that this script is attached to and then go to the script tab. Do not edit the script, instead edit the script properties. Find SkyHavenClutterMarker in the properties, and set it to point at your SkyHavenClutterFixMarker. Thanks man! Link to comment Share on other sites More sharing options...
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