Bullfye Posted April 10, 2012 Share Posted April 10, 2012 (edited) Hi guys, I have a huge problem in the CK, when I try to add weapon racks to created house... It seems that the CK haves a bug that misplaces the weapon in the rack when you add it over any created house,I tried out every thing possible even watched some tutorials but even over the tutorials it looks that the problemis there and haves no apparent solution at the moment... If some one haves a fix for this please help me and pin point me in the right solution to fix this... TY Edited April 10, 2012 by Bullfye Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 10, 2012 Share Posted April 10, 2012 When I need to add weapon racks I just copy them from a cell I know works and use ctrl-f to replace the weapons on it if I want them to be different. Less messing about with stuff that might break that way. Link to comment Share on other sites More sharing options...
Bullfye Posted April 11, 2012 Author Share Posted April 11, 2012 :wallbash: And why didn't I thought about that...???? LOL :whistling: TY for the tip mate... Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 11, 2012 Share Posted April 11, 2012 Make certain that you've tested the vanilla racks in-game prior to copying them. There are a few badly bugged ones like in Solitude's basement or the Whiterun rack that eats weapons. Link to comment Share on other sites More sharing options...
kryptopyr Posted April 11, 2012 Share Posted April 11, 2012 (edited) I used this to add the weapon racks, plaques, and bookshelves to my mod... http://skyrim.nexusmods.com/downloads/file.php?id=11618 I highly recommend this resource. It makes selecting the item a lot easier, since you can just drag around the entire weapon rack and then you know you have all the parts. Make sure you have Markers turned on when you select & copy. Edited April 11, 2012 by kryptopyr Link to comment Share on other sites More sharing options...
Bullfye Posted April 11, 2012 Author Share Posted April 11, 2012 I used this to add the weapon racks, plaques, and bookshelves to my mod... http://skyrim.nexusm...le.php?id=11618 I highly recommend this resource. It makes selecting the item a lot easier, since you can just drag around the entire weapon rack and then you know you have all the parts. Make sure you have Markers turned on when you select & copy. Damn...this is a great find and help mate.. TY all for the helping hand on this guys...very much appreciated---:thumbsup: Link to comment Share on other sites More sharing options...
Bullfye Posted April 14, 2012 Author Share Posted April 14, 2012 Make certain that you've tested the vanilla racks in-game prior to copying them. There are a few badly bugged ones like in Solitude's basement or the Whiterun rack that eats weapons. How so you copy them...I mean I have my WIP mod window open so I can not open another to copy the Stuff I need ...how do you do it...???:facepalm: Link to comment Share on other sites More sharing options...
eric31415 Posted April 14, 2012 Share Posted April 14, 2012 Check out my response in this thread. Link to comment Share on other sites More sharing options...
Bullfye Posted April 21, 2012 Author Share Posted April 21, 2012 Check out my response in this thread. Sorry mate but I just do not find the reply to what I need... Copy and past but still do not explain how can I do it cause only one #D window can be open...:rolleyes: Link to comment Share on other sites More sharing options...
eric31415 Posted April 21, 2012 Share Posted April 21, 2012 (edited) Right click/copy, open new cell in render window, right click/paste. Ironically, i will now use the same technique to give you a full explanation, since i'm not typing all that again. This is from a response i just gave to another member via PM What you are going to do is create a "warehouse" mod. First, find WORKING examples of any display, bookshelf, trap, whatever you want to use in the game. Player homes are the only place for usable displays, bookshelves, and mannequins. Note exactly which ones are safe to copy, even do some homework on the wiki. Now you are ready to make the warehouse mod. This is a stand-alone mod. Do not add it to your current project. Let me explain why; when you are copying things from the game, you are eventually going to accidently move something. It doesn't matter if you put it back exactly where it was before, the CK will store the change as part of your mod. So let's use a player home as an example. While copying a bookshelf from Proudspire Manor, you accidently move a dining room chair. You put it back, thinking no one will ever notice... Until that ultra-popular overhaul of Proudspire comes out. It moved the dining room, along with your chair, to the other side of the house and put a jaccuzzi where the dining room was. So someone is using that popular overhaul, and installs your mod. Now they have a chair floating in the hottub, or just CTD every time they try to enter thier home. This is exactly what people refer to as "dirty" mods. So that's why its a seperate mod. Now for a couple precautions you must follow to make sure that your future projects are not dependant on the "warehouse mod" as a master. First, vanilla assets only. No modders' resources. Second, don't rename anything or change any editor id's. And lastly, don't make static versions of non-static items for the warehouse. If you follow these rules, you will not have to include the warehouse mod as part of your uploads, and the bit in the preceeding paragraph will not apply. Note that these rules only apply to the warehouse itself. You should absolutely do all of these things when working on your actual mods. Now for actually making the warehouse mod. Create a new interior cell, leave it completely empty. Now to add a bookshelf. Navigate to the bookshelf that you want to copy and center it up nice and square in the render window. If it's not covered in yellow and orange boxes, hit "m" to toggle markers on. Now just click/drag a box over the whole mess (see those orange boxes in the wall behind the shelf? You need them too). When you let go, you will see that you have selected every object in your box. Right click on any one of the selected objects and hit copy. Then open your new empty warehouse cell, right click in the render window and hit paste. You will probably notice that you also picked up some clutter, maybe even a whole chunk of the house. No problem, just click on each and delete untill all you are left with are the bookshelf parts. Follow the same process for mannequins, displays, whatever. To do those shield-only racks, all i did was copy the whole shield/2 weapon rack into my warehouse, cleaned off the clutter, then dragged a box over that and made a new copy right beside it. On the second one, i deleted everything but the shield rack and it's activator. Once you have everything you want for now, save the mod and close the CK. Now to actually use the warehouse. Open the CK,and select both the warehouse mod and your other project, say (mod). Set (mod) as the active file. Now open the warehouse, and use the same copy/paste routine you used to put everything into the warehouse to take things from it and put them into (mod). Note that when you have multiple items selected in the CK (like all the parts of a display, mannequin, etc.) you can move them all as together as one object, just be careful not to select only a single piece, or anything else, until you are absolutely sure that your new display is placed properly. If you do mess up, i find it easiest to delete the mess you made and paste in a fresh one. Also note that when you are moving groups of objects this way, you will have to do the rotation by hand with the right mouse button and the "z" key. You can't double click a group of objects. And that's really about all there is to it. Copying and pasting groups of objects in the CK just like in Windows. Moving and precisely placing groups of objects can be tricky at first, thankfully you can still use "c" to change your view while keeping everything selected. look from every angle to be sure before daring to click away. Thats most of it, the rest pertained more to the project i was helping him with. I also removed any reference to the name of his mod. Edited April 21, 2012 by eric31415 Link to comment Share on other sites More sharing options...
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