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Okay, so I'm a failure....


elpemmy

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Hello

I am not in a good mood.

I decided that I would stray from my usual make-a-quest-nothing-else regime (is that the right word?) and have a go at making an Inn.

Guess what...

It's gone badly. And i didn't even make my own interior.

What I did:-

I took a farmhouse and plonked it in SkingradWorld, Wilderness, -11, -3,

I then placed a door, leading to WawnetInnTavernCOPY0000,

so far, no issues.

Now, I go to my WawnetInnTavernCOPY0000 cell, and try to link the door, and I can't find the door...

How do I link it?

Please?

I know it's only a test mod, a first attempt, testing out the waters kinda thing, but I'm getting so frustrated with this.

Thanks,

Em

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Hello

I am not in a good mood.

I decided that I would stray from my usual make-a-quest-nothing-else regime (is that the right word?) and have a go at making an Inn.

Guess what...

It's gone badly. And i didn't even make my own interior.

What I did:-

I took a farmhouse and plonked it in SkingradWorld, Wilderness, -11, -3,

I then placed a door, leading to WawnetInnTavernCOPY0000,

so far, no issues.

Now, I go to my WawnetInnTavernCOPY0000 cell, and try to link the door, and I can't find the door...

How do I link it?

Please?

I know it's only a test mod, a first attempt, testing out the waters kinda thing, but I'm getting so frustrated with this.

Thanks,

Em

 

if only I weren't so clueless I'd love to be able to help. Maybe someone else will come up with an idea. Have a hug! (My own brain is sore from wracking today.)

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Generally when linking doors it is much eaiser to load up the exterior, select the door you want to link, and then try getting the teleport working. This makes it easier to find the cell containing the door you want to use. Another option is to select the door, open the door's properties, with the properties still open, bring up the cell containing the other door, enable teleport, and select the other door in the render window.

 

Generally, copying an interior is not a good idea, you should always create an interior cell from scratch, and just replicate the same lighting settings. If you have alot of interiors with the same lighting, you should use the custom color palette in the bottom to define that lighting color. If you copied statics along with the interior, some of these may still have ownership, paranting, or other aspects associated with them.

 

As far as the exterior goes, you should probably make sure that you have an actual door in place. The ones which are part of the static do not function, and cannot be selected for linking. You will need to place a load door within that spot.

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The first time I tried to make a shop, I copied the interior of Stonewall Shields. Then after my new shop was working perfectly and had been in test for over a week, I went into Stonewall Shields for some reason, and the floor was gone. My mod had stolen it. :whistling:

 

Be sure you rename everything in your mod, and clean the mod before using it. :wallbash:

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Generally when linking doors it is much eaiser to load up the exterior, select the door you want to link, and then try getting the teleport working. This makes it easier to find the cell containing the door you want to use. Another option is to select the door, open the door's properties, with the properties still open, bring up the cell containing the other door, enable teleport, and select the other door in the render window.

 

-snip-

 

As far as the exterior goes, you should probably make sure that you have an actual door in place. The ones which are part of the static do not function, and cannot be selected for linking. You will need to place a load door within that spot.

 

I'm not sure I understand the first part, but the last, I do definetely have a door in place, it's linked to the interior door. I just can't get the interior door to link to the exterior door.

 

The first time I tried to make a shop, I copied the interior of Stonewall Shields. Then after my new shop was working perfectly and had been in test for over a week, I went into Stonewall Shields for some reason, and the floor was gone. My mod had stolen it. :whistling:

 

Be sure you rename everything in your mod, and clean the mod before using it. :wallbash:

 

I'll rename everything, reset the ownership... how do you clean a mod?

 

Thanks so much!

Em

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Cleaning a mod refers to getting rid of any references that are duplicates of the references in the vanilla game. Such as that floor (and quite a bit of other stuff) I stole from Stonewall Shields.

 

Tes4geko is what I used. It has a clean feature as well as some other features useful to modders.

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Cleaning a mod refers to getting rid of any references that are duplicates of the references in the vanilla game. Such as that floor (and quite a bit of other stuff) I stole from Stonewall Shields.

 

Tes4geko is what I used. It has a clean feature as well as some other features useful to modders.

 

 

Ooh.. http://thenexusforums.com/style_images/vrocking/folder_post_icons/icon3.gif Is that what people mean when they say they clean their downloaded mods before installing them!? I was wondering about that too. Does that remove some of the conflicts that OBMM lists as "references"?

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myrmaad

It will remove some, but many of the conflicts that OBMM lists are the things you actually did change and meant to change.

 

Right. I figured that out, but I appreciate your pointing it out again, especially for others who haven't!

 

Edit:

I hope that didn't come off as a 'smartass' or 'ingrate'!!

 

I figure the more everyone knows the better off we ALL are!

 

And I really appreciate all you do, Bben!

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