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Moving Hearthfire items in a patch fails


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In an attempt to trouble shoot an apparently non-moving item from a mod I installed, I made my own patch to move the same item, and promptly had the same issue, at least this shows the mod was not the problem.

 

The item in question is the shrinebase that is built from the workbench in the cellar in each of the three Hearthfire homes. In my patch i have moved it, rotated it and shrunk it. Only the shrinking works. In xedit I can clearly see that the x,y,z values are as they should be from the CK.

Thankfully the working shrinking means that I know the patch is loaded:)

 

On a hunch I also tried to move the smelter, that did not move. I loaded my patch after building the items, before building the items, before finishing the quest to get the land to build the house, then finsihing the quest - that sucked! The shrinebase refuses to move.

I tried using setpos in the console only to be told "cannot be moved"; setscale does work.

I was able to use the console to add another shrinebase, and that instance could be moved with setpos.

 

What kind of things could be happening here?

 

 

diziet

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Could be save related.

 

What saves are you using? If they've already seen the vanilla stuff they may stubbornly be refusing to take note of the mod. Certainly looks this way, if SSEedit is telling you they are in the right place.

 

I'd normally say I'll test this, but if you look at my "Cat-astrophe: A Spine Chilling Tale" post (or some such light-hearted title!), you'll see that my cat has reduced me to using a rig that's barely suitable for playing Mahjongg Titans, let alone modding or playing SSE! Bless her, she's lovely, but why did she cause me to destroy my GPU?

 

Aw, to heck with it, I'll give it a go and see. My game could crash and I'll get no results, but if I don't try, we'll never know.

 

Just to be clear, I'm familiar with the shrine bases in the homes. You want to move these, resize them and presumably re-size the shrines? In the meanwhile, I'll try plonking them in weird places, re-sizing everything and see how I go.

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Sorry to hear about your cat and your computer, although cats usually blame the staff!

It's not me who wants to move the shrine, it's a mod that moves it so that a doorway into a pool room can be made. This pool room has no navmesh, and in my patch to add undressing to the pool I added navmesh to enable the NPCs to use the pool too. I had a report that followers still weren't using the pool so when I fired up the game I noticed that the shrine hadn't moved as it is supposed to. I t occurs to me that if I can't trouble shoot this than I can't authoritively comment on my navmeshing:) Since the shrine, for me, is in the follower's way!

I know that the original cellar pool mod is not to blame as I made my own patch to just move the shrine and as described that didn't work, although I could shrink it!

 

The save I use is one I have specifically created a while ago for testing mods so hasn't seen any mods other than SKSE, USSEP, Cutting Room Floor on it. I also have saves saved! that are before and after the houses are built and the land quest even finished. All of these show an unmovable shrine with my patch added.

It's not a huge problem, this is a report from just one of my undressing patches and even then the player still behaves!

 

diziet

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Just to let you know I did a test myself on the Falkreath House (easiest to get). My shrine didn't move or scale down either.

 

I was also testing on a save that hadn't seen the mod and I hadn't even visited the Jarl when I activated the esp. My old GPU handled that much alright. It just can't cope well with more recent games. It likes Nifskope well enough too, so I'm fine for most modding and testing. Jessie is a lovely cat, but curls up in the most unhelpful places!

 

I've trawled through all the quests and scripts for the BYOH house building but haven't come up with any answers yet. Strange.

 

As long as the vanilla navmesh is dragged way down and not deleted, then any new navmesh made to replace it should be fine. Problems around mesh occur when any vanilla mesh is deleted.

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Well it's kind of nice to know that it may not be just me!

I've left a comment on the mod page for the mod that moves the shrine, because either all the users of that mod haven't noticed or the author knows something. However this was a week ago and I've had no response.

The nav mesh I made was in an area that had none, but I did move the edge of the exiting mesh to join my mesh to it, is this problematic? Is it possible to join new navmesh to vanilla mesh?

 

diziet

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