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Teleported into a void


amokrun1

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I am trying to link an exterior to an already-made interior. Basically, I want to delete the interior's entrance and replace it with mine in a different spot. I followed instructions on how to link the doors together, even checked it in CK with the teleport, but once in-game when entering through my new door, I get teleported into a black void. I tried noclipping when there and found my way back to the exit door via compass marker and upon exiting, found myself in the correct spot just in front of my new door. What did I do wrong for entering into the interior?

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Yes I did. Not sure if this makes a difference but the interior cell is as I said already completed, as part of a downloaded mod that I am trying to adjust. The yellow marker was already there but actually placed BEHIND the door, which is strange because it works no problem on its own. When I link it to my door, my door displays the correct interior cell name, but upon entering I am in blackness, falling, falling. Finding my way back with tcl and exiting the floating door places me exactly in front of my door, not the mod door, which is what I want.

 

EDIT: So I tried the same thing with a vanilla interior and it worked. Maybe the mod author did something in their interior creation that is causing this problem? And what is the difference between the yellow teleport marker and the blue marker?

 

And just saw your name, I've been playing your mods since F3, truly awesome work! Thanks for the hours of additional exploration!

Edited by amokrun1
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Try removing the original doors teleport all together, open the form and uncheck the teleport box. ( do the same for your new door for now) save and quit.

 

Relaunch the ckit and try to reset your door again, making sure the new yellow teleport marker is just in front of your door and inside the cell.

 

I’m just grasping at straws here without seeing the mod but it’s worth a try.

 

The blue markers are COC markers, the yellow are teleport markers and associates with a specific door.

 

With a COC marker in the cell if you hit the console and typed COC MyCell you will be moved to that marker. They are dev tools for testing for the most part.

 

Glad you’re enjoying!

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So I was trying as you suggested above and discovered my problem. I noticed upon restarting CK that a DUPLICATE of the interior had been created. Expanding it in the render window revealed nothing but a door suspended in void. This was the door I was teleporting to and in turn finding myself in nothingness. I tried making changes to the mod directly(not using the duplicate)and it worked perfectly.

 

This must have something to do with how I am setting up my plugins in the CK. I open the CK, create a new plugin by saving, open the F4master and the mod I want to change, along with my new plugin set active, and I get the duplicate when I save and reload it. I guess this is incorrect?

Edited by amokrun1
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Making mods that use other .esp mods as a master is a bit tricky. The ckit will remove the .esp master when saving the mod and breaking it.

 

The best thing to do is,

 

1. Make a backup of the original mod you want as a master,

2. Open the mod in xEdit, (FO4edit)

3. Once loaded go to the file header

4. At the top you will see flags. Right click the empty space next to flags and click edit. You’ll get a warning but just click yes and continue.

5. Check the .esm box

6. Close xEdit and save

7. Locate the mod in your data folder and change it’s extentio from .esp to .esm

 

Now you will be able to use the mod as a master in the ckit without it creating the duplicate cells or removing your intended master.

 

Once your finished with your edits you’ll need to open your new plug-in in xEdit. (You’ll need an older version for this step because the newest version doesn’t allow you to edit the master lists in the file header)

 

1. Open your new mod in xEdit (older version)

2. Go to file header and look towards the bottom for the master list

3. Right click on the mod you previously converted to an .esm and click edit. (You’ll get that warming again)

4. Change the file extension to .esp

5. Close xEdit and save your mod

6. Replace the backed up version of the original.esp you wanted as a master in your data folder.

7. Activate the mods with the manager of your choice

 

Now you have a mod that requires another.esp mod as a master.

 

Note: do not try to edit any mod that requires an .esp master in the ckit it will break when saving.

 

Note #2: you can test using the converted .esm plug-in but if you are going to publish the patch you’ll need to convert back to .esp master for others to use.

 

I hope that was understandable and not too confusing but feel free to ask any questions you may have.

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Thanks a lot for all this info, this explains a lot regarding other issues I was having with other things I am working on. I will try it now.

 

Just wondering, in step 4 of the second section above, is this converting the esp master back to an esp? If so, is it a problem just leaving it with the esm extension?

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No you want to change the extension back in the file header master list.

 

As you can see here I did the same thing for my optimization patch but to distribute it I had to switch from BTinteriors.esm to BTInteriors.esp in the file header so people using the mod could use the patch.

 

8966-1550195213-543994085.jpeg

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