JakubDaviau Posted June 27, 2012 Author Share Posted June 27, 2012 (edited) 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 Owww so I'm probably ok :D and I am willing to try exterior program so ill check out that TESVSnip thing and ill try to do this thing wile loading mod in CK itself too maybe it will work, I completely don't need those cells just that one I am working with so if CK would not load it it should work right? Well I hope one of these two options will work, thank you :) Ow btw, is there some script that could make object carried by player to teleport player to cell when used in inventory? maybe like ring or something, I was just wondering EDIT: I tried this thing in CK and sure enough those cells are no longer marked so I guess it worked but when I was loading mod I was reading all of error massages to check if that action, ignoring all those modified exterior cells, didn't mess up my mod and there were so many, usually I just hit "yes to all" as I did in morrowind modding earlier so I'm not sure if this messed up my mod or is everything ok and I don't know how to check it EDIT: Ow, I checked cell in render window and it is totally messed up :/ so I guess I have to deal with those changed cells, I of course made safety copy before I tried it so no problem there, maybe that other program will work better hmm Edited June 27, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
tox2ik Posted June 29, 2012 Share Posted June 29, 2012 (edited) Regarding undo cell-edits. Tesvsnip works well for this kind of thing. After deleting unwanted forms and saving the file over your original plugin (or a new file name) you will notice that the CK will give you a message about mismatch in the number of forms loaded and specified in the file. Make sure to keep a safe copy in case things go wrong, although I'm pretty sure that warning on the front page of the app is most relevant when doing merges and more complex operations. Edited June 29, 2012 by tox2ik Link to comment Share on other sites More sharing options...
JakubDaviau Posted June 29, 2012 Author Share Posted June 29, 2012 (edited) Regarding undo cell-edits. Tesvsnip works well for this kind of thing. After deleting unwanted forms and saving the file over your original plugin (or a new file name) you will notice that the CK will give you a message about mismatch in the number of forms loaded and specified in the file. Make sure to keep a safe copy in case things go wrong, although I'm pretty sure that warning on the front page of the app is most relevant when doing merges and more complex operations. Thanks for help ill try this program after I finish everything else with mod ill make safety copy and try it out, perhaps it will help. I also tried something else I tried to link dwemer piston thing with activator by linking ref and such because I thought it may be possible to make piston inactive and then activate animation by activator but it didn't work, it just made piston dispensary in game so I guess it cant be done? Or it needs a script or something probably. Is there some resource on net with scripts for modding Skyrim? I would be interested in that piston activations script and teleportation script for inventory objects if there is such thing> ow I just had idea this moment! Its possible to make spells with CK right? Could I make spell that would teleport player to specified location/cell? I never tried making spells before hmm EDIT: One more thing, this entire house is in one cell and its rather large, I'm afraid it might be actually too big and cause some lag on other computers, its fine on mine thou, I read article on wiki about roombounds and such and I tried to make some but I just had problems with it, like some walls are both walls in one room and another so that wall object must be visible form both rooms and it the article it says to change something in reference to none which I did but it didn't help so I just removed all roombounds and decided to mess with that after I do the rest if its necessary, is it necessary? Or could I just not bother with them? Edited June 29, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
JakubDaviau Posted June 30, 2012 Author Share Posted June 30, 2012 So can anyone help with roombounds thing? I read article on wiki but it don't help me much. Do I have to put every single object/room in to actual roombound or can some of them be outside? My house is build in such way it cant be "roombounded" with simple rectangular shapes :/ when I enter house I experience a bit of a frame drop in certain areas could i just use roombound in areas that cause problems only? My other question is can I change actual pose that mannequins have? I have some mannequins in house and they work fine I was just wondering if its possible to change their position? Also is there a way to make north facing mannequin work without rotating it in to other direction? One more question, is it possible to make on/off switch for lights with activator? You know by linking it somehow to light bulb marker that emits light? I don't really need this thou I just thought it would be cool and it could help framerate if player could turn off lights I guess. Link to comment Share on other sites More sharing options...
tetradite Posted June 30, 2012 Share Posted June 30, 2012 (edited) As far as resetting changes goes: - MAKE A BACKUP OF YOUR FILE- Open CK- File/Data- Highlight your mod, then click the "Details" button next to "Set as Active File" This gives you a list of every single change your mod makes. - Select the change you want to ignore and hit delete. It isn't quite as easy as that though, the list is fairly unclear until you get used to it, and you can easily wreck your mod doing this, which is why you make a backup first. See http://www.creationkit.com/View_only_Mod_records EDIT: Thread partially loaded on me, didn't see this had already been covered, sorry. Edited June 30, 2012 by tetradite Link to comment Share on other sites More sharing options...
flobalob Posted June 30, 2012 Share Posted June 30, 2012 TBH roombounds have given me more grief than benefit. But as to your wall section that needs to be seen from both sides in seperate roombounds, I would summise that you would have to create a portal between the roombounds where the wall is, just like you do for doorways. Link to comment Share on other sites More sharing options...
JakubDaviau Posted June 30, 2012 Author Share Posted June 30, 2012 (edited) TBH roombounds have given me more grief than benefit. But as to your wall section that needs to be seen from both sides in seperate roombounds, I would summise that you would have to create a portal between the roombounds where the wall is, just like you do for doorways. But... that completely misses the point ^^" in that situation stuff behind that wall would be still rendered and I wanted to make roombound so it would not be rendered unless player enters it or sees the interior through portal, in this situation player would "see" (he would not actually see he cant see through solid objects but it would still render behind wall) interior. I guess I will have to forget about roombounds then I don't think I can make it work with my "design". Does anyone know anything about my other questions? I want to change poses of mannequins but I don't know if its doable? Also is there a way of making north-facing mannequin work without rotating mannequin? I'm trying to make some sort of teleportation system to make it easier to get to each room in the house faster but I cant find any "door" object good enough, can I make any object to behave like a door with a script or something? that would be cool :D I have too many ideas for this house, I even wanted to make NPC butler for it but I gave up on that, making actor, dialogue, scripting and all is surely beyond my abilities :P EDIT: About that door/teleport script, there is that dwemer portal with spiral iris like "door" on it in some dwemer ruins and dwemer spheres come out of it when that iris things open I would love if I could make this in to a door and play that iris opening animation when player activate door, is it doable? that would really make my day :D So is there a way to make such object to be door object or to work as teleport on activation by player? Edited June 30, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 30, 2012 Share Posted June 30, 2012 Also is there a way of making north-facing mannequin work without rotating mannequin? Just rotate the MannequinActivateTrig, worked for me. :thumbsup: Link to comment Share on other sites More sharing options...
JakubDaviau Posted June 30, 2012 Author Share Posted June 30, 2012 (edited) Also is there a way of making north-facing mannequin work without rotating mannequin? Just rotate the MannequinActivateTrig, worked for me. :thumbsup: wow, I'm an idiot xD why haven't I thought of that before!? Ill try that immediately :D thanks, now I just have to figure out how to make that door object thing I wrote about earlier :P EDIT: Ok so what I want to do is to attach script to object "DweSphereCenturionPort01" which is port with mechanical iris like round hole that dwemer spheres come from. And I want this script to play animation what this object is playing when sphere is coming out of it (iris is opening up) and teleport player to specified area in same cell, is it doable? Edited June 30, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
flobalob Posted June 30, 2012 Share Posted June 30, 2012 (edited) Regarding teleportation, I havent done it in Skyrim (I have in Fallout), but I would suggest adding 2 XMarkerHeading(s) to the game and use scripts something like these (Note I'm using the OnActivate() event but you will probably want to use a spell related event, but I havent done any spells yet) Saving the current player location scriptName TeleportSaveLocation extends ObjectReference ObjectReference Property myReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Float MyAngleX Float MyAngleY Float MyAngleZ Event OnActivate(ObjectReference triggerRef) ; Get the players current rotation MyAngleX = Game.GetPlayer().GetAngleX() MyAngleY = Game.GetPlayer().GetAngleY() MyAngleZ = Game.GetPlayer().GetAngleZ() ; Move the Xmarker to the players position and rotate acordingly MyReturnMarker.MoveTo(Game.GetPlayer()) MyReturnMarker.SetAngle(MyAngleX, MyAngleY, MyAngleZ) EndEvent Teleporting back to a saved location scriptName TeleportMoveToLocation extends ObjectReference ObjectReference Property MyReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Event OnActivate(ObjectReference triggerRef) ; Move the player to the previously saved location Game.GetPlayer().moveto(MyReturnMarker) EndEvent Teleporting home scriptName TeleportMoveToHome extends ObjectReference ObjectReference Property MyHomeMarker auto {Set this to the XMarkerHeading that is to be used as a return point} Event OnActivate(ObjectReference triggerRef) ; Move the player to the home location Game.GetPlayer().moveto(MyHomeMarker) EndEvent I havent actually tryed these ingame, but you know what they say "A compiles as good as a test" ;) Edited June 30, 2012 by flobalob Link to comment Share on other sites More sharing options...
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