greyday01 Posted February 4, 2021 Share Posted February 4, 2021 No. Open the Ck. In the cell view list double click on the dragonsreach cell to open it. You will see that interior in the render window with all the items in that cell listed in the cell view window on the right. To remove a table in the render window select it (you will see a colored bounding box around it if it is selected) , Do NOT delete vanilla items. Deleting vanilla items causes crashes. Just drag the unwanted item down or to the side until it is outside the walls and not visible. To add an item find the object you want in the Object list on the left. Drag that object into the render window and position it where you want. save your mod then close the CK. If you open the game and go to Dragonsreach your object should be where you placed it. Any cell that you make edits to like that will have an * after it's name in the cell view window. That makes it easy to see which cells you have changed in any way. Any item you add or move in that cell will also have an * after it in the cell view object list on the right. Do not make a copy of the dragonsreach cell. It is not needed. When you go to the outside door into dragonsreach and activate it you will be teleported into the vanilla dragonsreach. Not into the copy you made and edited so you won't see anything you changed in the copy because you never enter that cell. If you are making huge changes to an interior You can make a NEW cell and give it an ID MyModDragonsreach and build the interior as you want. You will then need to edit the exterior door to teleport you into your dragonsreach instead of the vanilla dragonsreach. You would also need to edit interior doors that lead to other floors as well. This is not recommended because you would also have to edit the packages of NPC's that enter dragonsreach or they won't be able to find the new location. Not for beginners. Link to comment Share on other sites More sharing options...
1JAY4ME2 Posted February 4, 2021 Share Posted February 4, 2021 (edited) Hi.. Woow .. so it was totally wrong that I edited a copy of Dragonsreach .. Now it seems logical to me why it was not possible to see the changes made, without connecting a door to the outside .. It is possible that instead to drag objects outside the walls, to put them in a chest somewhere in the room ?!.. or to set their size to a very small scale (for example 0.1 or 0.05) and move them to a corner somewhere ?!.. It is possible to delete/modify/add navmesh ?! (because upstairs I want to add/extend the floor and put furniture and at least 20 beds, which will always be an obstacle in the way of npc´s with vanilla navmesh) Thank you very much for your prompt and clear answer, for your time and for your willingness to help some newbie.. You know what, I'll get to work right away.. :smile: I wish you all the best ! Sille Edited February 4, 2021 by vasisilevasile Link to comment Share on other sites More sharing options...
greyday01 Posted February 4, 2021 Share Posted February 4, 2021 You can move items outside the walls, the easiest way if you don't want something in a room. You can change it's size or position. You can not put it in a container. But really it's simply much easier to drag unwanted items outside the nearest wall so you can see which items you removed from inside the room. Navmesh is the same. Deleting a navmesh causes crashes. When working with navmesh make a note of the ID number of the vanilla navmesh. That navmesh ID must remain in the cell. Sometimes if you add unconnected triangles of mesh creating a new nav ID and then connect it to an existing mesh the original mesh ID gets deleted when they merge. You can by selecting 2 dots of the original mesh and the adding a third dot expand the old mesh while keeping the original ID. You can also remove individual triangles of the original mesh without changing it's ID number. As long as you keep a careful eye on the mesh ID for accidental deletion you will be OK. The other way to deal with navmesh is to select the entire navmesh and drag it down below the floor far enough to not affect NPCs and then make all your own in the cell. Unless you are completely redoing the cell it's a lot easier to save yourself some work by simply editing the original mesh around new items and areas. Modding tips for new modders: Any new item, spell, script, ect that you create should be prefaced by your mod's initials. That way you have an easy way to filter for searching for items you create. The same for new cells you create or really anything. Put you mod's initials at the start of any ID you create in that mod. The same for any textures or meshes or scripts. For textures or meshes you want a folder structure like this: textures \ mymodname \ all my textures. After working some hours or after completing some part of your mod save your mod. Somewhere on your desktop have a shortcut to a folder called mod stages. Drag a copy of your esp into that folder and change it's name to something that describes what you have just finished like "bedroomnavmesh". It will save a lot of grief to have mod stages you can go back to if you mess up. I usually keep 20 or 30 stages while working on a mod. Learn TES5Edit. To clean up unwanted accidental edits to some vanilla cells First select only your mod. On the left you will get a tree that shows everything added, changed or removed by your mod. Expand the tree until you see something your mod changed that you don't want or didn't intend and delete it. You can delete entire cells or individual items in the cell like the navmesh only. This will NOT delete vanilla cells or items. It only deletes YOUR changes to those items and puts everything back to like it was before you tampered with it. Practice this with a fake testing mod. Make some change in that mod like removing the entire upstairs of breezehome and then use Tes5 to put it back. It is much easier to clean up your mod frequently before small errors accumulate. This can be useful for things like accidentally removing all smelters in the game when you only meant to delete one specific smelter. This happens. Link to comment Share on other sites More sharing options...
1JAY4ME2 Posted February 4, 2021 Share Posted February 4, 2021 (edited) Oh, man... It works... Thank you... Thank you... Thank you...thi I´m so excited... I think, I will do a different Dragonsreach mod every day :smile: Edited February 4, 2021 by vasisilevasile Link to comment Share on other sites More sharing options...
1JAY4ME2 Posted February 4, 2021 Share Posted February 4, 2021 "You can move items outside the walls, the easiest way.".. OK "Deleting a navmesh causes crashes".. OK"make a note of the ID number of the vanilla navmesh.. That navmesh ID must remain in the cell".. OK"selecting 2 dots of the original mesh and the adding a third dot expand the old mesh while keeping the original ID".. OK"it's a lot easier to save yourself some work by simply editing the original mesh".. OK"Any new item, spell, script, ect that you create should be prefaced by your mod's.".. Prefaced ?! How can I.. ?!"Put you mod's initials at the start of any ID you create".. OK"For textures or meshes you want a folder structure like this: textures \ mymodname \ all my textures".. The structure put it in my game data, or..?!"after completing some part of your mod save your mod.. Drag a copy of your esp into that folder".. I´ve already done.. :)"Learn TES5Edit. To clean up unwanted accidental edits to some vanilla cells".. You can delete entire cells or individual items in the cell.. It only deletes YOUR changes.. It is much easier to clean up your mod frequently".. OK .................................................................................. I copied everything you wrote to me, and I will take into account all this precious info.. Thank you from the bottom of my heart for everything you do for me... (no one has given me so much useful information in the last few years as you are now, in a few hours).. For me, you are the greatest.. I wish you great success in everything you do.. Link to comment Share on other sites More sharing options...
greyday01 Posted February 4, 2021 Share Posted February 4, 2021 Any new item, spell, script, ect that you create should be prefaced by your mod's initials.In the object window in the relevant category like Static or Container or Effect either rClick an existing item and choose Duplicate. Then select the duplicated item and rclick and choose Edit. In the edit box that pops up you can edit the top left ID field and give it a new ID. You can also in the Editor ID list of the Object Window rclick in the list and choose New. You will get the same pop up window and can fill in the appropriate fields including the ID to give it. I use Mod Organizer 2 for my mod manager. In that manager each mod including the ones I create have a folder outside of Skyrim's Data folder. In the folder with my mod's name that has my esp in it I made a folder called textures. In that folder I made a folder named MyModsName. In that folder I saved all the textures I created. In MyModsFolder I also created a folder called scripts. In that folder I placed all my scripts. When I start up the game MO2 makes the game think that all the texture folders in all of the Mod folders are really in Skyrim's Data folder. Not sure how Vortex handles Mod folders. You could while working on your mod go to Skyrim's Data Folder and in there create a folder called textures and in that folder create a folder with your mod's name to place your textures in. I like leaving my Data folder in the Vanilla state myself but either method works. Just make the new nested folders and give them the right names. Link to comment Share on other sites More sharing options...
1JAY4ME2 Posted February 5, 2021 Share Posted February 5, 2021 wow .. There are so many things I have no idea about.. I find it so complicated at the moment.. :( I hope the time and practice in this sphere will contribute pozitively to understand all that information that I need.. I haven't used any manager mode for a long time. I've had many negative experiences in the past.. However, if absolutely necessary, I will reinstall MO2.. Thank you very much for everything.. Good night ! Link to comment Share on other sites More sharing options...
greyday01 Posted February 5, 2021 Share Posted February 5, 2021 I really like MO2. It almost packages your mod for you when you are ready to upload it (if you do upload your mod). I also like how all of each mod's textures, meshes, scripts are kept in separate folders. Make it really easy to delete a folder and completely remove the mod. Vortex also has a lot of fans but I haven't used it much. You really need one or the other if you are going to install a lot of mods. Gopher made some very nice tutorials for Mod Organizer. It is Mod Organizer 2 now and GamerPoets have some tutorials for that version. There are some differences in set up for the newer version but they are very close. Mod Organizer #1 - Installation and Initial Setup - YouTube Mod Organizer 2 || Installation & Setup || Tutorial Tuesday - YouTube Link to comment Share on other sites More sharing options...
NexusComa2 Posted February 5, 2021 Share Posted February 5, 2021 You just go to the cell in the editor and edit away. You set your mod as active and include the Skyrim mod. Do your edits and save your mod.Be carful there is a lot of stuff set up as triggers you may not notice. In your mod is the only place things are different vs the original. It may seem like you're editing the real place as you are there editing it. But these changes will only show when your mod is running. That is how Skyrim mods work. No need to duplicate a cell to edit it. Link to comment Share on other sites More sharing options...
NexusComa2 Posted February 5, 2021 Share Posted February 5, 2021 (edited) As far as sending a list and pulling a list from a folder ... good luck with all that. Skyrim is not made to pull data like that once in game. Your only hope would be to use SKSE. I may even be wrong about that. I did once hear they were working on doing external lists not sure if they ever completed that or not. Also people have been tryin to get a console command to work from scripts forever to no avail. Again Skyrim is not made to do that. It sounds like you're looking for an easy way to edit a cell. There is no easer way than from the kit itself. I know it looks like a bear but it is in fact very simplistic. Just takes time to understand it. Edited February 5, 2021 by NexusComa2 Link to comment Share on other sites More sharing options...
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