TerranBrackiatt Posted January 27, 2013 Share Posted January 27, 2013 i have encountered a problem interacting with the castle valkihar door. i have well over 120 esp's and at least 50 texture replacers, and it's a pain trying to find which mod disabled the door. so i thought i'd hop into the CK and make a mod for it, to load after everything else in myload order. well, i spent the last few hours google-fu-ing how to extract dawnguard.bsa strings just to get the CK to not crash upon loading dawnguard, and now that i'm in the CK, i'm confused as a headless chicken just trying to find the dang castle so i can try to edit the marker for the door. i know the door is 02002888, but apparently that's not the info i need. i don't have a clue how to find the outdoor cell containing the door, as all the castle valkihar cells i find in the list are interior cells. i am not a programmer, obviously. to describe the problem in more detail, and steps i've tried... when i click [E] to interact with the door, i get the error sound indicating that nothing is there to interact with. google-fu suggested that follow mods and followercounts were to blame. disabling the follower mods and resetting follower counts didn't work. disabling lighting placement mods didn't fix the problem. disabling mesh mods didn't fix the problem. i also read skyrim dev response about how skyrim has no such thing as a true clean save. that removing a mod and continuing with tat save game still has info from that mod in the save game, so i might be SOL since i've removed mods and continued with the save anyway. at level 41 i don't really want to start over. so now, instead of trying to troubleshoot the game with one mod at a time to find which one specifically causes the issue, if it's not a corrupted save, i thought i'd simply make a new mod to override whatever got changed, but it's turning out to be way harder than i thought. and i'm getting to the point that i'd rather just disable dawnguard and ask for a refund than play the dang DLC. further google fu has revealed that the problem is not reproducable in vanilla skyrim, which indicates it's definately a mod conflict of some sort. (even though some of the complaints for the issue were from xbox users) i'm hoping that someone much more knowledgable with the CK might be able to easily (meaning in a few minutes rather than a few days of CK-fu) make a mod that overrides any edits to the placement of the door marker for the castle entrance. now, in my ignorance, i say it's the marker, but it could be the portal i'm referring to or some other name entirely. maybe i should have learned programming 20 years ago instead of joining the navy... P.S. feel free to call me a moron, but beware that if you do, i might not share any of this slow fried to golden brown perfection thick sliced applewood bacon with you. Link to comment Share on other sites More sharing options...
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