NexBeth Posted February 26, 2020 Share Posted February 26, 2020 (edited) Yep, I believe that is your problem. All the references need to be the correct cell. You have to place the BYOH adoption ownerships on the doors, beds, children need to have a chest ID as BYOH Adoption, the master bed needs to be marked with Player Owned, even the dinning table needs a BYOH Adoption referenced marker, in addition to the xmarkers in the house. You have to have exterior and interior locations and make sure that those locations are filled in correctly. Family "may" move between cells, but the home stuff needs be in the cell that is IDed as "home". Xmarker on the exterior too. I'm pretty sure you can just add your cellar into the existing main house cell without any overload problems. Test it by keeping a copy of your esp. then working on a separate esp copying over cellar into the house. What I can say is that none of my custom homes have ever had a cellar connecting to a dungeon with a vanilla interior on the other end!Mine does not connect directly to the house either. The mod I'm working on includes mines and caves, and that is what connects to a vanilla dungeon. Edited February 26, 2020 by NexBeth Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 26, 2020 Author Share Posted February 26, 2020 Ah. Thanks for that. I probably haven't missed any of the loc reference types, then. I went through it so many times. If all the interior stuff must be in one cell, that's one whole lot of work to put it right. Would you believe it, I had it all in one cell early on but I got frustrated that however I tried to position the stairs down into the cellar the player tended to get stuck on the top stair. It's based on Honeyside and I know that is an issue with the vanilla Riften cellar stairs and nothing to do with my mod but I changed it to a trapdoor to suit. Also getting rid of the stairs allowed me to add 2 extra mannequins, 3 more paintings a toilet and a desk with miniature 'Guardian Stones'. I added the direct trapdoor (out of the housecarl room) from cellar to exterior so that the player could access the crafting work stations with one load door. My logic was that the kids use the Hearthfire basement for the practice dummy so it should be okay. I guess I was wrong. Link to comment Share on other sites More sharing options...
NexBeth Posted February 26, 2020 Share Posted February 26, 2020 Well, you're not limited to Honeyside configuration. Believe me, you can make it work, with everything you want to put in the cellar and without the issue of getting stuck on stairs. Most players prefer a single cell house anyway as load doors in the house they plan to spend a lot of time in wastes time. The mod I am currently working on, I originally included basement in the house cell. Decided to make it a separate cell and expand it quite a bit. Copy, paste move it into place. Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 26, 2020 Author Share Posted February 26, 2020 Nexbeth, I think I've found the issue. In fact, I already mentioned it. For some daft reason, I'd flagged the trapdoor into the cellar from the ground floor as 'BYOHHouseBasementMarker' loc ref type. I'm guessing this caused the mayhem. Effectively the ground floor with the centre marker was also flagged as a basement! I've done half an hour or so of testing and the family are behaving properly without the need to disable the dungeon trapdoors. I'll keep the house as it is if this works. I appreciate the comment about load doors. I set it up this way to suit myself, mainly, since I'll use it. Every possible crafting station is in the cellar. The fast travel point is a couple of seconds walk away from both the front door and the trapdoor that leads directly into the cellar from the exterior. In this respect it's like a Hearthfire home except there you have to use 2 load doors to get to the cellar. I only need 1. I did try copy and paste before I tried this experiment but CK froze. I could copy all the statics in the basement but not all the containers and activators. I'd also like to keep it because when the player first enters the cellar from the dungeon, the cellar is in almost total darkness. As they find and light candles and the fire, lights are swapped and different image space modifiers are applied until the whole cellar is at it's final brightness... that took me an age to get right! If I lose all the connectivity it will take another age to put it right again. There are up to 3 sets of lights to toggle on and off and the different activators are enabled along with the ISMs by scripts. Linking it all up again would be tedious to say the least. Thanks for all the help. I'll post again quickly once I'm finally sure this was the problem. Link to comment Share on other sites More sharing options...
NexBeth Posted February 27, 2020 Share Posted February 27, 2020 (edited) Effectively the ground floor with the centre marker was also flagged as a basement!This here will definitely impact this working, no doubt about it. That is why you really have to go over the process setting this up exactly. You can give your markers unique names in the Ref Edior ID, if you aren't already, and then when you check them in your Locs, it will show if something is off at a glance. For instance, you can name center Marker something like BYOHCenterMarker which will show up with that name rather than just xmarker. Then it will list what you assigned for that marker, for instance, the error of making it a basement. Be sure to see if your housecarl and kids will go to the rooms to sleep, since I think you said that their beds are in the basement. The other reason mod users don't like separate house cells is because people like to see activity going on within the house. Obviously, that won't happen as much if some NPCs are in separate cells. To copy and move all, just highlight/copy all in Cell View Editor ID. Everything will be highlighted. Edited February 27, 2020 by NexBeth Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 27, 2020 Author Share Posted February 27, 2020 Nexbeth. I wasn't giving the stuff unique Ids. I usually just do that for quest and script related stuff, to make setting up properties and aliases easier. It makes sense to do it for this, too. The kids and housecarl find the room no problem, with 'Custom Family Home' and HMA. I've also found the kids in their room in the basement when they're not asleep, especially if you give them daggers because they tend to use the dummy in their room more than the ones in the exterior. They can be seen using their sweep markers, furniture etcetera, so that's fine. They can't use my precious crafting stuff either, so that's good. I'm happy with it. I don't like lots of people milling around in the house, though. Not everybody likes that. I suppose if all mods worked one way, antisocial people like me would lose out. :sad: I also get frustrated by the likes of Lydia hogging the alchemy enchanter.* I'll monitor it all for a while and see how it goes. So far so good, though. I'll try that tip about copying. It'll come in handy. Thanks. I wonder if swapping the interaction type keyword on crafting stations from 'ActorTypeNPC' to 'PlayerKeyword' will keep the riff-raff off my enchanter, forge etcetera? I'd happily add new furniture like that to the house... see how antisocial I am? Link to comment Share on other sites More sharing options...
NexBeth Posted February 27, 2020 Share Posted February 27, 2020 I wonder if swapping the interaction type keyword on crafting stations from 'ActorTypeNPC' to 'PlayerKeyword' will keep the riff-raff off my enchanter, forge etcetera? I'd happily add new furniture like that to the house... see how antisocial I am?If you only want the player to be the only one to use it. Who else is using it? You don't want to see your housecarl or followers there? Never used Custom Home. I use the Multiple Adoptions mod which is what most modders use. Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 28, 2020 Author Share Posted February 28, 2020 I wasn't being too serious about the crafting gear! I might do a quick test to see if it works, though. It would be good to know if I ever do want something to be 'player only'. Housecarls do go into that area since their room is down there. So far they've kept their mitts off my enchanter, though! I mean I've given them an anvil, tanning rack, flour mill, oven and cook-pot outside. What more do they want? I like 'Custom Family Home'. I got it mainly for a personal Severin Manor mod because I had issues assigning an exterior location in Raven Rock, so i didn't think it would be compatible with Multiple Adoptions. Because it was simple and worked for that, I never bothered downloading Multiple Adoptions until now. I followed the rest of the Multiple Adoptions guide for Severin manor, just to add all the variety of idles. I do like the way Multiple Adoptions lets the player choose their custom home at the wedding and adoptions. I'm testing the mod with both, so that I can add into my description that the mod will work with either option. Link to comment Share on other sites More sharing options...
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