Durai Posted May 16, 2020 Share Posted May 16, 2020 https://www.nexusmods.com/skyrimspecialedition/mods/35482?tab=description Alright so it was suggested to have horses teleport w/ the player and his followers for my mod, and I've been tinkering with doing just that. However, after adjusting where the xmarker is placed (mod uses script with moveto) the wayshrines/teleport stone still use the old location of the xmarker. I've tried clearing the properties of the scripts and re-auto filling them. Didn't work. Then I tried clearing the properties, and manually selecting them from the render window. Didn't work. Is there something I'm not understanding? Do I have to remove the scripts when packing them in the creation kit and re-add them or something? Do I have to ceate -NEW- xmarkers and then add them to each and every script that's attached to an activator? Do I need -NEW- activators? Any help is appreciated. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 16, 2020 Share Posted May 16, 2020 Are you testing on a new game? Some times some things do not want to update mid-game. Testing on a new game can help you determine if the problem lies with what you are trying to do or with the game being fickle. Link to comment Share on other sites More sharing options...
Durai Posted May 16, 2020 Author Share Posted May 16, 2020 I have and unfortunately it doesn't update to the new changes either. Still uses the old xmarker location from when I first made the mod. Do I need to update a seq file or something? I feel like this shouldn't be as complicated as it is. :( P.S. the whole reason I moved the xmarker is because the original locations wer within the shrines, causing horses to get stuck in certain ways if the shrine was too small. Link to comment Share on other sites More sharing options...
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