NodTuGud Posted April 29, 2012 Share Posted April 29, 2012 (edited) These are two of my favorite player mods. Combined for me they make a full package of all the things I need. The problem I ran into is that because both mods are located in the same space the TRAP DOOR from Dovhakiin Hideout is located someplace besides where you appear at Riverside Lodge. The ladder will exit into the ferns of Riverside Lodge (picture 2) - the TRAP DOOR itself is located by the walkway away from access point. (picture 1- shown with the ferns that hide it deleted) The trap door shows the OPEN/CLOSE trigger but doesn't fire.- you can't go back to the hideout once you're outside I've worked with RADIENT in Quake but not with the Creation Kit. I was hoping someone could tell me if its possible to get these 2 mods married so they work "sympatico" - I mean check it out (picture 3) what could be cooler than to have a fully equipt hideout with all the comforts located just under your home? Just hoping someone can tell me if I will be able to get this to work or not before I spend the rest of today trying to figure out th ecreation kit and then realising its not going to work. Thanks - Its nice to have such an active and large mod community. Not like the old days. Edited April 29, 2012 by NodTuGud Link to comment Share on other sites More sharing options...
JarlWilhelm Posted April 30, 2012 Share Posted April 30, 2012 You would probably have to load both mods in the CK, set none of them to active. Make sure that the doors are both present in the outside world, make any changes you need to make them work and save your work as a separate plugin. Make sure your edited plugin is loaded after the two mods in the launcher and it should work. Link to comment Share on other sites More sharing options...
NodTuGud Posted April 30, 2012 Author Share Posted April 30, 2012 You would probably have to load both mods in the CK, set none of them to active. Make sure that the doors are both present in the outside world, make any changes you need to make them work and save your work as a separate plugin. Make sure your edited plugin is loaded after the two mods in the launcher and it should work. Thanks, that makes sense. I'm just worried about busting both of them and not being able to get back to where I am now which is "OK but if it was just a little bit better".... :) Link to comment Share on other sites More sharing options...
JarlWilhelm Posted April 30, 2012 Share Posted April 30, 2012 That's the reason for the extra plugin, it won't touch the other two mods, it's simply there as a 'joiner', you could say. Oh, and it's probably a good idea to save your game away from the area so that when you do this fix it won't effect your save game. Link to comment Share on other sites More sharing options...
NodTuGud Posted April 30, 2012 Author Share Posted April 30, 2012 That's the reason for the extra plugin, it won't touch the other two mods, it's simply there as a 'joiner', you could say. Oh, and it's probably a good idea to save your game away from the area so that when you do this fix it won't effect your save game. Gotcha/// screwed up too many mods in QUAKE and I'm too far along in SkyEim to want to bust it now. It a shame there isn't a mod pack with little kits like connectors and premade doors with triggers and things like that so you could just drop them in.. Link to comment Share on other sites More sharing options...
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