siliconebunny Posted December 3, 2017 Share Posted December 3, 2017 Hey, sorry for not knowing where this should be posted. New to the forums after so long. I have fallen madly in love with a player home called Lake haven (Found here: https://www.nexusmods.com/skyrim/mods/79756 ) Problem is, I'm not fond of the area its situated, it gets so much aggro and violence. Is it possible, using the creation kit to either duplicate the building and move it - or move its initial position in general? I'm not a modder. But with a general idea if its possible without messing up my game I will give it a go, I just don't know how to do it? I'd much prefer it nearer to Whiterun Sorry for being a newb haha Thanks in advance!Kate - Link to comment Share on other sites More sharing options...
greyday01 Posted December 3, 2017 Share Posted December 3, 2017 Open that mod in the Creation Kit. Go to that exterior cell and copy the house exterior. Then go to the exterior location you want it to be and paste it into the cell. Then drag it around until it is placed exactly where you want it. Then you need to connect the interior door to your new exterior door. Go to the interior cell of the house, r click the door and uncheck the teleport check box. That will remove the connection between the interior and the old exterior. Save. Then r click the interior door again and recheck the teleport check box on the pop up box. Leaving that pop up box open, just dragged to the side out of the way, go to your new exterior cell and move the camera view until the exterior door is in view. Then in the open pop up box click on "Select reference in render window" then click on the exterior door to link the interior to your new exterior. Creationkit.com has a good tutorial about linking to the world. Then you can go back to the original exterior cell and delete and mod-added things like the house exterior. Do not delete any items from the original game. You can tell from the first two digits of the reference IDs of each item. Then save. You should be good at that point unless they had some NPCs that travelled from the interior to the old exterior. Those NPCs can be deleted or their travel packages changed to use the new exterior location. Then I would save and close the CK. Find the esp file in Data and rename it "YourMod" or whatever. Though that is not really needed, you can keep the original name. Link to comment Share on other sites More sharing options...
siliconebunny Posted December 3, 2017 Author Share Posted December 3, 2017 Open that mod in the Creation Kit. Go to that exterior cell and copy the house exterior. Then go to the exterior location you want it to be and paste it into the cell. Then drag it around until it is placed exactly where you want it. Then you need to connect the interior door to your new exterior door. Go to the interior cell of the house, r click the door and uncheck the teleport check box. That will remove the connection between the interior and the old exterior. Save. Then r click the interior door again and recheck the teleport check box on the pop up box. Leaving that pop up box open, just dragged to the side out of the way, go to your new exterior cell and move the camera view until the exterior door is in view. Then in the open pop up box click on "Select reference in render window" then click on the exterior door to link the interior to your new exterior. Creationkit.com has a good tutorial about linking to the world. Then you can go back to the original exterior cell and delete and mod-added things like the house exterior. Do not delete any items from the original game. You can tell from the first two digits of the reference IDs of each item. Then save. You should be good at that point unless they had some NPCs that travelled from the interior to the old exterior. Those NPCs can be deleted or their travel packages changed to use the new exterior location. Then I would save and close the CK. Find the esp file in Data and rename it "YourMod" or whatever. Though that is not really needed, you can keep the original name. Thank you! That worked perfectly :) Link to comment Share on other sites More sharing options...
greyday01 Posted December 3, 2017 Share Posted December 3, 2017 I forgot that you will need to fix the navmesh either by deleting the triangles under the house or putting a navcut box around the house and refinalizing the navmesh if you want NPCs to not walk into the walls of the house and to be able to follow you through the door. Either of those things are easy. Link to comment Share on other sites More sharing options...
NexBeth Posted December 5, 2017 Share Posted December 5, 2017 If only the aggro is the problem for you, you can perhaps just disable the items in the area causing the aggressive attacks. Usually a simple marker in the vicinity of the house. Go in to CK, click on item you don't want, in reference box click disable. Moving the exterior navmesh becomes an issue in the cells from where the exterior was removed and where it is relocated. Also there is likely changes you'd have to make to the new area you wish to place the house, not the least of which is navmesh which can't be taken lightly in exterior cells. You should not delete exterior vanilla navs. Link to comment Share on other sites More sharing options...
Recommended Posts