Serya Posted July 4, 2019 Share Posted July 4, 2019 Hi folks, I´m working on a mod at the moment and i have some problems so I hope you can lend me a hand. 1) Cellbehaviour 1.1) Lights in an interior 1.1.1) I have an interior cell in which no light should exist except the lights added in the CK (torches at the wall and so on). I played around with the settings in a lighttemplate but i can´t manage to achieve this. I made it to completely darken the cell (not even torches), but the "good" lights also vanished. It should be darkness with small isles of light. 1.1.2) Is it possible to disable all sources of light (torches, spells...) the player can use in this cell? The solution should be of course general so you can´t "cheat" with items added through other mods. 1.2) How can i create a river? I created a cell with water but it´s just a huge lake at the moment. A friend told me there is a marker for this with which i can control the direction and strength (so the river can meander through the landscape) but he forgot which one, i don´t find anything in the web and also can´t find out which one by myself. 2) NPCs 2.1) Another problem is that some NPCs in my dungeon are not on their position i set them in the CK. The thing is that some of them carry keys and if they are inside the locked room there´s no way to continue (like locking the key of a safe inside it). 2.2) Sometimes NPCs are also just missing. They just don´t exist in the cell (i ran around with tcl active and they were also not just stucking in walls or something similar). After the 3rd or 4th attempt they´re there but saying "if they aren´t here you have to reload a save before entering the dungeon" is not the best advertisment for the mod. 3) Is there are way to massedit things? I created a room full of traps and triggers. I have to connect every trap with every trigger (round about 1300 conections) so is there an easier way than doing it manually one by one? I hope those aren´t too many and too easy questions every reader dies of laughing :smile: Thanks in advance Serya P.S.: If there are any mistakes in the text feel free to tell me. English is not my native language and i want to know my mistakes to try to avoid them in the future :smile: Link to comment Share on other sites More sharing options...
maxarturo Posted July 4, 2019 Share Posted July 4, 2019 1.1.1) In order to have a dark interior cell you need to set the values of the "Directional" and the "Ambient" lighting bellow > RGB : 12/12/12 * Setting the values of RGB bellow 02/02/02 will completly darken the screen (eye adaptation goes completly black) - not recomended. * Torches don't actually emit light, they are just visual FX, you need to add an actual light near it. 1.1.2) If you mean removing from the player all items and spells that he can use to illuminate the cell, then yes, BUT... This needs scripting, PLUS, with so many mods out there and especially "Spell mods", researching each one of them so you can "Disable - Remove" them it"ll take forever... (if you intend of doing a targeting removal and not just remove everything from the player on cell enter). 1.2) I'm too lazy to write it again : https://forums.nexusmods.com/index.php?/topic/7358876-setting-water-flow-direction/ 2.1) If you have Navmesh your cell then the NPCs AI will kick in and they"ll do what their Ai dictates them to (wander around). If you want to make them stay in a specific location you need to make a custom package with a "Sit on target" template then set an idlemarker or xmarker as the reference. That will keep the NPC in that one spot . Or assign them to do something like, patrol etc... 2.2) If you have partially Navmesh your cell and you place an NPC in an Un - Navmesh part of the cell, when you load that cell the game engine will move that NPC to the Navmesh. If you have copy the "aaMarkers" cell to make your own and didn't remove the cell's Navmesh then that's your problem. "aaMarkers" has a small square as Navmesh and it's not in the center of the cell (check it), NPCs that move there will fall right into the void. * There could also be a "NPC AI Package" problem (check your npcs packages). 3) You have to do this manually, there is a tool in CK to make your life a little easier, is called "Trap Linker". Research it on wiki, too much stuff to write them all here. Have a happy modding !... Link to comment Share on other sites More sharing options...
agerweb Posted July 4, 2019 Share Posted July 4, 2019 For your lighting start with the Darklight tower template. It pretty dark already and it will give you a starting template. Just duplicate it and amend to taste. As far as keeping the player in the dark, i have had that problem, all you can do is remove vanilla items. Then perhaps inform the players that this is intended to be played dark. It always the players choice to use some wand of Gandalf or some such. Link to comment Share on other sites More sharing options...
Serya Posted July 4, 2019 Author Share Posted July 4, 2019 Hi, many thanks to both of you. All problems except the disabled lightsources (i have to think over this point again) and the waterthing are solved. I simply cannot make it to work the way i want. If i place a CellWaterCurrentMarker the direction is ok but the speed of the water is too slow and cannot be edited (or i just didn´t find it). If I do it without it via a created watertype (no matter if i use an activator or directly assigned to the cell) and set the "Linear Velocity" for the direction the speed becomes way too high to be usefull. And is it possible that the values of "Angular Velocity" are doing nothing? I never experienced any changes if i set them. Is this the next generation of rocket science or am I just stupid? Serya Link to comment Share on other sites More sharing options...
maxarturo Posted July 4, 2019 Share Posted July 4, 2019 (edited) About water :The only thing i can tell you is that eventually you'll get it, everything that involves water direction and current is only done there (for water activators). * You will also need to change the layers, each layer controls a different setting - level of the water activator, they are made - divided by three layers (if you haven't figured this out yet). * By manipulating the water properties (if done correctly) you will end up not needing to use in your cell a "CellWaterCurrentMarker" and you will be able to have multiple currents in one cell. * Duplicate a water activator and experiment on that one, don't edit a default vanilla water activator. About disabled lightsources :I fear i don't underatand what's your actual problem. Edited July 4, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Serya Posted July 6, 2019 Author Share Posted July 6, 2019 Hi, many thanks to you both i finally made it (at the end i don´t really know why it was that hard for me :D ). About disabled lightsources :I fear i don't underatand what's your actual problem. I meant with this the point 1.1.2 but i think it´s the best if i do it like agerweb said and let the player decide if he wants to use light or not. Have a nive weekend, Serya Link to comment Share on other sites More sharing options...
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