trukittn Posted May 2, 2012 Share Posted May 2, 2012 So, with my oh so extensive knowledge of the CK (sarcasm), I wanted to tweak a mod I made to include a teleport to a custom cell in another user's mod. This is to be for my own personal use and not to be uploaded so I'll go ahead and say I want to add a shiny teleport door linking the two Talos statues in my Windhelm Escape Shaft mod and Rayek's Rayek End Hideout mod. Reason being, I just adore the hideout, but I can't fathom being so far from Windhelm in this playthrough where I don't use quicktravel unless its to test or tweak things. Here's what I did to remedy this: I loaded up both mods in the CK with mine set as the active file to get saved on. I got the doors setup. A shiny beam of light with a teleport point marker ref-linked to an auto load door tucked under the actual terrain in both custom cells.I finalized meshes in both custom cells.Saved and loaded to test in game. Now, I thought my problem would be that the teleport points wouldn't work at all, and i'd have to settle for a less magic-looking doorway to slingshot my Khajiit halfway across the world to the hideout. But that wasn't it at all. The teleporting part worked like a charm. I appeared to walk through my talos statue into the shiny light and I saw "To Rayek's End" appear just before the loading screen took over. I was totally stoked and even did a little victory chair dance. Until my poor Kitty emerged into the gray beyond and started the endless fall into the void. Something I haven't had happen since looking for (and finding!) holes in my own mod. Now I know I put the markers on the actual terrain in Rayek's end, same as I did in the Shaft. I finalized the navmesh and had the purdy green triangles and everything, but I opened up the CK to check anyhow, on the off chance that I only imagined doing all that. When it was done loading, it informed me that some interior cell called AARayeksEndDUPLICATE-ish didn'tt have its act together. Wtfins. Turns out that somewhere between/after saving the changes and loading the game, it had created a duplicate Rayek's End comprised only of the autoload door, the beam of light and the teleport point marker linking it to Under Hjerim. It also mysteriously had stolen the navmeshes off of both the cells as separate entities on the interior object list. Checking the original Rayek's End showed the door and marker no longer present. Thinking my roundabout teleports might be to blame, I tried using less magical and sparkly means of teleportation: a big ugly trap door in the floor on both sides, but that just got me the same result. Does this mean it's not possible to link 2 custom cells from 2 different mods? If not, is there anyone who can tell me what I'm doing wrong? Link to comment Share on other sites More sharing options...
David Brasher Posted May 2, 2012 Share Posted May 2, 2012 Mods cannot see things in other mods. (Not unless you do extra work and follow special procedures and don't make any mistakes.) You are going to have an .esp file using another .esp file as a master. You will have to use Wrye Bash to .espify and .esmify at the proper times in the process. If you save your mod at the wrong time when your espified/esmified status is wrong, you ruin the mod and have to delete it and load up your backup. (You better make backups often.) De-Isolation Tutorial Link to comment Share on other sites More sharing options...
trukittn Posted May 2, 2012 Author Share Posted May 2, 2012 (edited) Thanks for that. I'll take a look at the tutorial. Knew something about the master .esm stuff but was hoping I wouldn't have to mess with that kinda thing. Luckily I am a backup file packrat, but I still dunno if I wanna muddle through that and install another program. Appreciate the response. :) Edit: Actually it doesn't look too complicated now that I'm reading it. I just dunno if its wise since both .esp's alter the Tamriel worldspace. Oh well. What's the worst that can happen? X) Might be I'll be able to fix another mod that's been acting weird since it's master mod went .esp only (Improved outfits for Warzones and Warzones: Civil Unrest) with this too. It'll learn me something new in any case. Edit 2: Worked like a charm! On both counts! Yay! Edited May 3, 2012 by trukittn Link to comment Share on other sites More sharing options...
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