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Containers? How do they work!


JakubDaviau

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Hello, i am making a player house type of mod and I'm having few minor issues. First one are as in the topic, containers, I placed some containers in this new house of mine but I am not sure whether they are set to reset or not? how can I check it? Should I maybe copy those containers I'm using to make all containers in my house as new objects and not just new reference? I guess I have to do that to have empty containers but I just wonder how can I know whether container will reset after some time or not and how I can set them to not do so. I also wanted to ask if I can"reset" exterior land cell marked as modified (with that star thingie next to the name) because I accidentally marked some even thou I was very careful and I would not want to change too much land then I have to and right now entire house fits on one cell, I hope its doable. Another question is if I could silence dwemer machinery, some of dwemer machines like turbines and pistons make some sounds and I wondered if I could make it quieter or silence it completely all together, I guess to do that I would need to make new source object but that's ok if it can be done. Also I was wondering about other thing, there are existing houses in the game that player can purchase and if player married an NPC he or she can ask the spouse to live in one of players houses and I wondered if its possible to add my house to that list so player could move their spouse to my house? Thanks for taking time to read this and I would appreciate any help :)
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Hello. I can't answer all your questions, but I can share what I've learned so far about player storage spaces.

 

Not sure about outside at the moment, but for the interior of your home, right click the cell, go to 'edit', go to 'interior data' and set the encounter zone to "NoResetZone". It should keep everything in there from resetting. Also, don't forget to make and assign your home to a new location that you can create under the location category in your object window. That'll make things smoother in the long run.

 

That's all I got. I'm still a beginner in CK myself, so sorry I couldn't be much more help.

 

Oh by the way, the ambient dwemer noises might have a marker that you can adjust/remove. It looks like an upside down pie. Haven't tried this at all so I suggest you research tutorials and the wiki. Type the keywords to your questions in the search bar on there.

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hey, im not that good with the kit and dont use it too much but i made a house in oblivion so i know the basic stuff. im not sure about most the stuff but for the containers double-click or select edit, see if "Respawns" is checked. if it is it will reset in a set amount of time if not it will never reset and you can put your stuff in without worrying it will vanish. what i do when i want a custon container with specific loot is to edit the one that looks like what i want then change the item id, for example (itembarrel1) i could change to AABarrel1 or AAmodbarrel, the AA makes sure its at the top of the list so you dont have to look for it and the rest is just so you know that it is. then close and choose to make a new item when it prompts you. this new container will have the same script, contents, and values of the origional but you can edit it without worrying that it will change the contents of all itembarrel1's in the world.

Hope this helped. =)

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Thanks for help I'm trying right now making that location thing but I couldn't find "NoResetZone" in interior data or anywhere in my interior cell options :(. Later ill replace all containers with my copies and I will uncheck "respawn" in all of them I hope that will do. I still hope someone can help with other questions :)
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Ok, I replaced all containers with copies of them and I unchecked that "respawn" thing in window of each container I hope they wont be reseting, thanks for help. I still have those other issues thou, I still have no idea how to "reset" exterior cell, I was really carefully not to affect any exterior cells around cell I was working on and somehow it did, can I fix it somehow? Is it important anyway? I remember it was important in morrowind when I was doing some modding there but I don't know if its important in skyrim. The Dwemer pistons are still making too much noises for me and there is not any pie shaped thing to regulate sound near them :/ And I would be really glad if someone could explain how to make my mod house available for spouse, like other original houses in game to which you can move your spouse, it would be cool if my house could be an option for that but I'm not sure if its doable? Oh I also wondered if its possible to make regular pick-able object like amulet or ring that after player would use it in inventory would move/teleport player to specified cell/area? But that's not that important I mostly care for exterior cell thing and spouse situation. Thanks for all the help and my containers seems to work fine and are all empty ready to be filled with spoils from adventures :D
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glad to help. as far as i know the spouses cant have a new home set easily, i dont know much about the exterior cell reset either, there is a mod however, that allows you to set a location as the home for your spouse--http://skyrim.nexusmods.com/mods/11370-- other than that im not sure about setting a location otherwise. i dont know much about exterior cells, or the noises from the dwemer object's, they may have a script or some type of checkable somewhere in there to set the sound, just make sure to scan every edit tab for it. hope this helped. =)
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Thank you Redwinter, I saw this mod before but I hoped I could make it work with just game mechanics without any exterior mods, just so my house would appear as option so I could reassign spouse in to the house and such but I guess that's more complicated then I thought it would be. I did check scripts and all tabs in dwemer thing but I cant find anything like that and it is not scripted at all. I still hope someone will know something about spouse thing or exterior cells thing, I really don't know why did this happen I really tried not to affect any surrounding cells and somehow they got marked as modified anyway and I don't know how to "unmark" them :/. Also if anyone knows if I could make ring or amulet or any object that can be carried by player to teleport player to specified cell when used then I would be glad, but that probably needs some script to it.
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It's posible to ignore some stuff that you have changed by using the "Details" button when loading your mod and pressing delete on the things that you want to "Un-Change", however not all changes can be removed this way (I.e. terrain changes will fail to un-change, for example). Make sure you BACKUP YOUR MOD first. After marking the stuff to ignore then contine to load your mod as normal then immediatly save it.

 

Any container that does not have a tick in the respawn box of the BASE item will never respawn, whether it starts initially filled or empty, with the following exception.

A container that may be initially empty can later ADD contents if it starts empty, when you leave and come back (but it will NOT remove anything that the player stores manually). I've observed this behavior as far back as FO3 and it still happens occasionally in Skyrim.

 

Some pieces of architecture have a sound attached to them (generally objects of type Activator or Movable Static) e.g. DwePipe1WayFan01 has a looping sound of OBJDwemerPipeFanLP. You could create a duplicate of the object and remove the looping sound to silence it.

 

As to Spouses living in your player home.

It can be done but requires a lot of dialog editing (I read something on the Bethsoft forums once with the details), However its simpler to use This Mod to do it for you and won't cause your mod to conflict with any other mod that changes spouse living arrangements.

Edited by flobalob
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It's posible to ignore some stuff that you have changed by using the "Details" button when loading your mod and pressing delete on the things that you want to "Un-Change", however not all changes can be removed this way (I.e. terrain changes will fail to un-change, for example). Make sure you BACKUP YOUR MOD first. After marking the stuff to ignore then contine to load your mod as normal then immediatly save it.

 

Any container that does not have a tick in the respawn box of the BASE item will never respawn, whether it starts initially filled or empty, with the following exception.

A container that may be initially empty can later ADD contents if it starts empty, when you leave and come back (but it will NOT remove anything that the player stores manually). I've observed this behavior as far back as FO3 and it still happens occasionally in Skyrim.

 

Some pieces of architecture have a sound attached to them (generally objects of type Activator or Movable Static) e.g. DwePipe1WayFan01 has a looping sound of OBJDwemerPipeFanLP. You could create a duplicate of the object and remove the looping sound to silence it.

 

As to Spouses living in your player home.

It can be done but requires a lot of dialog editing (I read something on the Bethsoft forums once with the details), However its simpler to use This Mod to do it for you and won't cause your mod to conflict with any other mod that changes spouse living arrangements.

 

Thank you very much for help this cleared out a lot of things. Unfortunately those changes to exterior cells probably are of terrain nature so you say I cant get rid of that now? I was making safe copies and I have some before that happened but I've done so much since then it would be virtually the same as making whole thing from the scratch, I just assumed there would be some way to fix it. I guess I will have to figure something out for that. Also I have question if one mod modifies exterior cell in one way and other mod modifies exterior sell in other way would they interfere? for instance if one mod changes terrain slightly on that cell and other mod adds actor or object there? Perhaps I will make horse stable there or something heh, I made house in my mod in rather remotely area I doubt there would be a lot of mods changing that particular cell (the cell where my house is is on -5,-17 just to be clear) so maybe it wont be such problem I hope. But thank you for help anyway it cleared some stuff for me :)

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It may be possible to "Un-Change" your exterior cell changes. just not the the CK. It can "probably" be done with TESVSnip but I havent had a reason to try it (although I have done similar Un-Edits to Oblivion mods in the past, so it may be worth a try)

 

So long as 2 mods are not changing the exact same thing then they "should not" conflict.

 

As an example:

I created a mod that changes almost all of the static crates to containers, as such it changes many, many cells that are also changed by other mods and have not experienced any problems.

 

Sorry for the shamless plug :D

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