SynMikeA7X Posted January 7, 2009 Share Posted January 7, 2009 Heya - quick outline:Using Blackie's CM mod I have created a breton npc companion to accompany me on my travels. I gave her hair from ren's, sinbloods widow dress, a defensive stave and a pair of glasses from dwemer spectacles. I also placed the npc in the flowing bowl inn at the anvil harbour. However when i zone into the cell to go and talk to her - or even see her for that matter - the game CTD. Anyone know what I am doing wrong here? And also - when I am finished testing the companion - how do i package it for use as a download for tesnexus? Link to comment Share on other sites More sharing options...
thebigba Posted January 7, 2009 Share Posted January 7, 2009 Heya - quick outline:Using Blackie's CM mod I have created a breton npc companion to accompany me on my travels. I gave her hair from ren's, sinbloods widow dress, a defensive stave and a pair of glasses from dwemer spectacles. I also placed the npc in the flowing bowl inn at the anvil harbour. However when i zone into the cell to go and talk to her - or even see her for that matter - the game CTD. Anyone know what I am doing wrong here? And also - when I am finished testing the companion - how do i package it for use as a download for tesnexus? http://cs.elderscrolls.com/constwiki/index...lation_Tutorialincase you are making your own plugin to work with CM and you did not know that with the CS you cannot use the resources from another mod and save it to your plug in, Thats where this link comes i handy. It will tell you how to do that . If you dont already know. To package it for use to uplaod here, you need a program like Winrar,7-zip.. etc. when you are done with your mod and you are ready to release , put it in a folder with the mods name on it, then right click the folder and choose add to archive now you can set up the archive and click ok to make the archive, then just uupload ot here with a description and screen shots.. and make sure you put a read me in the archive. Link to comment Share on other sites More sharing options...
SynMikeA7X Posted January 7, 2009 Author Share Posted January 7, 2009 Thanks will give it a shot now! Link to comment Share on other sites More sharing options...
thebigba Posted January 7, 2009 Share Posted January 7, 2009 Thanks will give it a shot now! let me know if you need help I just went through all of this , and I made my own companion now its ot a cm companion its a thebigba companion. I find she works better for me then the cm companions do, I kept getting alot of ctd's when using cm companion. so if you need advice just ask. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 7, 2009 Share Posted January 7, 2009 First, how are you moving the NPC to the new area? Are you using moveto, movetomarker, positionworld, or what. Generally, moveto should only be used when referencing the player as the destination (<refname>.moveto player) or when you are moving something unseen, like a marker or disabled reference. Movetomarker should be used any time you can as it tends to be the most stable. Positionworld or similar coordinate based functions should only be used in cases when neither moveto or movetomarker are possible. Another thing to considder is what state that NPC is in when they are being moved, and where this new spot is. Moving NPCs to inactive cells can often cause problems, as can moving them to different points within the same cell. Moving should try to happen from an inactive cell to an active cell, or from one inactive cell to another inactive cell. Meaning that any NPCs which follow the player, should only be moved after the player has arrived at the destination. Regardless, it is usually a good idea to force a evp on the NPC after being moved. However, this issue could simply be something about how CM partners is designed, or due to a conflict or error somewhere. Link to comment Share on other sites More sharing options...
thebigba Posted January 7, 2009 Share Posted January 7, 2009 First, how are you moving the NPC to the new area? Are you using moveto, movetomarker, positionworld, or what. Generally, moveto should only be used when referencing the player as the destination (<refname>.moveto player) or when you are moving something unseen, like a marker or disabled reference. Movetomarker should be used any time you can as it tends to be the most stable. Positionworld or similar coordinate based functions should only be used in cases when neither moveto or movetomarker are possible. Another thing to considder is what state that NPC is in when they are being moved, and where this new spot is. Moving NPCs to inactive cells can often cause problems, as can moving them to different points within the same cell. Moving should try to happen from an inactive cell to an active cell, or from one inactive cell to another inactive cell. Meaning that any NPCs which follow the player, should only be moved after the player has arrived at the destination. Regardless, it is usually a good idea to force a evp on the NPC after being moved. However, this issue could simply be something about how CM partners is designed, or due to a conflict or error somewhere. What i believe, as I just went through this myself is maybe he was trying to use certain resources from the cm mod and put them into his own mod like the script for the partners and what not. I had the same problem until some nice fellow modder pointed me towards a page at the cs wiki on de-isolation :-) Link to comment Share on other sites More sharing options...
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