TyburnKetch Posted September 7, 2020 Share Posted September 7, 2020 (edited) The intention is for my Interior Cell to be in Solitude. The cell is linked by a load door to Solitude Origin cell. If I enter the cell through this load door all is fine. My current location on the world map is in Solitude. However, I also have another load door linking my interior cell to Katyas farm. I want the "Your location" arrow on the world map to always show the player as being in Solitude (as if entered the cell from the Solitude Origin Cell connected door) however whenever I enter the Interior Cell from the Katyas Farm load door my "current location" arrow on the world map shows me as being at Katyas Farm when in the Interior. I have a custom location reference for the interior cell, i have added Solitude Location as the parent. Having spent a good while trying to figure this out (I have also made the Katyas Farm load door an activator to no avail) I am stumped at how to make the game see my interior cell as being in Solitude and not some sort of giant underground cell that stretches from Solitude to Katyas Farm. I have no need for a map marker for this mod, as it is close to Solitudes main map marker. I have also added an xmarkerheading with Location Reference Type - LocationCenterMarker to SolitudeExterior02 (roughly where my Solitude entrance is) and set the marker as my custom locations world Location Marker Reference but it still has my location as Katyas Farm if that is the load door used to enter the interior cell. Any help really appreciated. Edited September 7, 2020 by TyburnKetch Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 8, 2020 Author Share Posted September 8, 2020 Hmmm. Judging by the influx of opinion I am guessing I am stuck with this. Might just scrap the whole 2nd entrance as it is not vital. Link to comment Share on other sites More sharing options...
Evangela Posted September 10, 2020 Share Posted September 10, 2020 Try only having the Parent Location set and nothing else. Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 10, 2020 Author Share Posted September 10, 2020 Thanks for replying. Yeah, I started with just that but it was not making any difference unfortunately. Which is when I stated delving into map markers, activators and the like. I have scrapped the door now, it really was just a little extra convenience that is not actually needed, however I would really like to understand and try and work out if this problem is doable and / or solvable. Surely I can not be the only person to have ever wanted to link an interior cell to two places on the world map that are quite a distance apart, but want to maintain a position in just one of the locations? Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 15, 2020 Author Share Posted September 15, 2020 Ok. Now this is a problem. I have a teleport spell that transports the player back to the Player Home Interior. After teleporting home, If no load doors have been passed through the current location marker for the world map stays in the last exterior location that the game registered. This just looks very odd. Is there really no way of getting the game to see where in the world an interior cell is bar going through a load door!? Link to comment Share on other sites More sharing options...
Evangela Posted September 16, 2020 Share Posted September 16, 2020 (edited) I think that's normal. The game thinks the last location is the entrance to the current location. The local map of the interior though will function as normal. So I think I understand what you want and it sounds to me like this could be a limitation of the game. If you want your interior to be shown as being in Solitude, the entrance needs to be in Solitude. In other words the teleport marker. Edited September 16, 2020 by Rasikko Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 16, 2020 Author Share Posted September 16, 2020 Bah. I have tricked the game before, relatively successfully, in fast travelling to an Xmarkerheading, using imagespace modifiers, muting all sounds, opening a door via script and then rejoining the world via that doors marker, but it is a lot of hassle, prone to being wonky and it also relied on the event OnFastTravelEnd. This particular teleport spell is a moveto (It is a teleport so my thinking was that it would be instant) so will need some fiddling with and testing. By the end of my faffing around I was starting to think I should just move the xmarker heading to the exterior entrance of my interior cell, as you suggested, knowing the game would then at least have the player at the right location. Need to make a decision as to how important this all is. Thanks for the clarification. Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 16, 2020 Author Share Posted September 16, 2020 Little update: Have modified my script to the situation and have managed to get it all working pretty well. Moved the xmarker by the exterior door, ran some imagespacemods, some fades etc whilst opening the exterior door by script and now the game has my location marker on the world map placed at the xmarker by the door when inside the interior cell. It does mean that the player ends up at the door marker after teleportation, but i can live with that. Edit: Whilst writing. This also works without the need for the use of the door by simply using .moveto again to an xmarker inside the interior. Like a little hop. Move to an xmarker in the Exterior, run some fade to black imagespacemodifiers whilst the player moves again to an xmarker in the interior cell, and the game registers the xmarker in the exterior as the current location on the world map. Link to comment Share on other sites More sharing options...
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