Skinjack Posted August 31, 2020 Share Posted August 31, 2020 As the title implies, I want to know how to move a building/merchant with the Creation Kit from an existing mod. I'm thinking specifically about Solitude Furniture as it conflicts with just about every mod I have in that area. I know people have spoken about moving it before to make it more compatible, but I don't know that anyone has done it.Is it a very involved process? Or can everything (building, activators, etc) be simply selected all at once and moved? I suppose if it were that simple someone would have done it by now. I have pretty limited knowledge of the Creation Kit. I am just exploring to see how difficult a task it would be. Link to comment Share on other sites More sharing options...
maxarturo Posted September 1, 2020 Share Posted September 1, 2020 If you are talking about the assets that belong to a mod, then there isn't too much problems, but not if you are talking about 'Vanilla Assets'. If what you want to move is just a merchant's stand, then by just selecting the: - Stand - All items in the stand - All the markers that belong to the merchant Won't be an issue, although as all tweaks to vanilla cells, the biggest concern is NavMesh. You will need to do some researching on how to edit 'Vanilla NavMesh'. If you are talking about moving a whole building, then although you won't have too many things to select, just the building and load door, here the big issue is the 'Vanilla NavMesh', since the stracture is way bigger than a stand. If you want to do this just for your own use, then there isn't too much of a problem if you do some "Dirty Edits" to the NavMesh. But if you intend to make it a public mod, then i suggest you do an extensive research on the 'Vanilla NavMesh' before attempting to do it. Have a nice day. Link to comment Share on other sites More sharing options...
Skinjack Posted September 1, 2020 Author Share Posted September 1, 2020 Thank you. I had intended it for my own use as I haven't seen the mod author active for a while so I'd probably have issues getting permissions. I may have to give moving the building a try. I'm not sure if it is navmeshed or not. Link to comment Share on other sites More sharing options...
maxarturo Posted September 1, 2020 Share Posted September 1, 2020 From your answer i can understand that you don't know what NavMesh is and how crucial it is. EVERYTHING IS NAVMESHED !! Otherwise npcs wouldn't be able to execute their AI. Plus after you move the building you need to do 2 things: A) Remove / get rid of the NavMesh that is beneath the building, otherwise npcs will keep hitting in the structure's walls. B) "FINALIZE" the NavMesh, otherwise npcs won't be able to use the building's door (in and out). Here is a link to start researching / learning about NavMesh: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Navmesh Welcome to the world of modding. Link to comment Share on other sites More sharing options...
Skinjack Posted September 1, 2020 Author Share Posted September 1, 2020 Again, thank you. You are right. Not a clue about navmesh beyond thinking they "set" the area npc's could navigate in, ie buildings, etc. And even then that is probably wrong. So I very much appreciate the link. Now I have something else to learn after I get these MO2 videos (switching to it and it has been a looong time since I used MO1) and patching off my list. Link to comment Share on other sites More sharing options...
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