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Showing results for tags 'cell'.
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Help please! I installed a player home in Concord called A Place called Home and the posts section mentions dirty edits to other locations. I checked xedit and it was true. How do I clean this mod? Do I just use QAC? Do I simply delete the dirty record edits? Some other way?
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Im searching for answer concerning the max. distance to object starting from 0,0,0 since i found the game, cell crashes into singularity once one or a specific number of objects exceed a certain distance, i assume its 30000+. So coordinates of x = 30.000 y = 30.000 z = 30.000 will crash the game when entering the cell, at least - depending on the objects per cell will force all the objects to move to 0,0,0 or something. Its funny and interesting but frustrating also. Any insight is highly appreciated. So far i couldnt find anything on the wiki: https://falloutck.uesp.net/wiki/CELL https://ck.uesp.net/wiki/Interior_Cells
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What if one would copy/paste the entire cell and worldspace records into a new plugin to get rid of all the quests, scripts, current PreVis and PreCombine logic. What should one consider if you only want to keep the current cells and worldspace, but no vanilla quests, scripts, etc. I know there are some very handy mods which skip the main quests etc. but also that BC is a L3 cache disaster... Any ideas how to proceed/start?
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Can someone tell me if there is a preset for enemy spawning zones based on region? A map with all spawn points? I would like to seperate spawn types based on location, not just randomly based on faction. For now all i can see as part of a seperation is the Commonwealth world sector as a whole, and its 4 sub-blocks; 0, 0 0, -1 -1, 0 -1, -1 Well all ican think of is to go wild in CreationKit and track down all spawn marker and create a map myself, but maybe this is present somewhere already. thanks in advance.
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Hello! I've got a technical question for anyone familiar with the inner workings of the TES4 Construction Set. I've been working on a personal project for a while that involves reading through Oblivion's ESM files and interpreting their data in the C# language. This project is NOT a mod for the game, but it requires a good understanding of the engine and how the game works under the hood. Basically, the app will read the Oblivion ESM and plugin files and give me access to all the groups, records, and subrecords within and their corresponding data that I can use for whatever. This is essentially just a programming exercise for me. The problem I've run into is figuring out how the engine deals with associating the actual terrain objects with a worldspace and/or cells. My understanding is that a "LAND" record contains everything necessary to display a terrain properly onscreen, like texture information, mesh vertex heights, etc. But nowhere in this record (at least according to this page), does it actually associate this terrain info with any cell or worldspace. There is also no positional information detailing where the LAND record should exist in the actual 3D space. Likewise, no worldspace or cell references any LAND record (it's worth noting that TES3's LAND records contain coordinate information. This is not the case with TES4). To summarize, how does Oblivion associate the terrain LAND records with an actual worldspace or cell, and how does it get proper coordinate information to be placed in the world? Any and all insight is welcome and much appreciated! Thanks
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Any reason why PC cant open/interact with a container? I put a container on a world object rescaled the container slightly but i cant interact with the container ingame? Background: i would like to override certain objects with slightly upscaled objects. In other word, replacing those vanilla objects. The CONT records look equal to the STAT objects i would like to replace. For some reason overriding tghese records is not possible. Im surely missing something. -EDIT: my current guess is, its based on the NIF, i copied the NIF from a STAT to the CONT record. --EDIT2: duplicated the STAT object as ACTI, doesnt work either - NIF? The only way i can think of now, is to create an invisible activator, maybe based on the boundaries? ---EDIT3: for now this should do it .. .https://zikul.tumblr.com/post/73865829885/creation-kit-tutorial-for-invisible Alright, all done, the only question left is, in order to perform "GetItem" when using an activator i assume i have to add a script. So this is my last question here, since i couldnt find anything on the web as of now, are there any scripts available which will give item X or LVLI (leveled item) when using activator and thus making the activator disappear? Thanks. Addendum: Turns out i missed a keyword, now containers work perfectly fine, its also good to know that one can add; AudioContainerNoAnimScriptthis is very handy for NIF files which dont use an animation, but should play a specific sound file when open/close. E.g. this is used for deathclaw nest etc. and/or lockExtraLootSCRIPTWhich yield a lock check based on PC level (?) and is tied leveled lists per lock level.
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Plain simple how much is possible? I know that the engine is "hardcoded" around 21 settlers per cell based on uGrid5 iirc. Is this true for "Enemies" as well? I would like to add 50 up to 100 per cell for epic battles without going wild altering the config, etc. I read about 300+ NPCs in Skyrim but its done using some tricks. So or so i will go for it and play around with it but some data, experience from you guys would of course help the project. Cheers
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Hi, I have a dungeon with multiple cells connected to each other. Tamriel Exterior Location -> Dungeon Level 1 -> Dungeon Level 2 etc Exterior Location in Worldspace has a unique <Location> entry with Tamriel as its parent. Level 1 has its own Location name "Level 1 Interior" with parent being the external location. Level 2 has its own Location entry with parent being the Level 1 location etc. In cells, I have places NPCs and in Reference Property I added Presistent Location to the Location of each level. When I didnt do that, the enemies would follow player to next level of dungeon and I do not want them to. Enemies aggroed on player on level 1 would also be visible on map as red dots even on level 2. Putting NPCs as presit location for each level made them separate from level 1 and level 2. Meaning if I have enemy "X" in level one aggroed on me, when I enter level 2 they not only DO NOT follow me, but also I dont have any red dots on my map. This is what I want. Without presistent location they follow me or keep being marked as enemies even on different floors. Now, if I run past level 1 without killing the NPCs and load level 2 (both cells occupy similar coordiantes, eg both have starting point of 0,0 (they are big, and I had issues when objects coords were above 10k). So when I enter level 2 I see floating shadows of npcs from what I assume is level 1. If I would kill them the shadows would be gone. Examples: Those shadows are FX the NPCs produce. If you get close to them you can also hear their passive sounds. No interaction though. The shadows are in coords cooresponding to their coords in their proper cell. Looks like game keeps all enemies from floor 1 loaded despite player entering new level with its own Location. Like they are presistent all the time. According to CK wikia the presistent location makes the enemies presistent only within that location. If I remove the Presit Location the enemies follow me to level 2. Any help? Or Ideas? The only workaround would be to move the entire level 2 by like 10k on any axis, so they dont overlap, but this is not ideal. I have multiple levels and worldspaces acting as caves and I cannot move worldspace axis. Im sure the issue lies somewhere with Location setup. I checked vanilla multicell dungones in Skyrim and enemies there have also presistent location setup to their cell.
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Hello, can someone confirm: Is a vehicle/car set as container? Is a power armor frame set as container? Do cars respawn Do power armor frames respawn? Is loot from power armor frames affected by a cell respawn?I have trouble finding the data. thx.
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So every time I go find power armor in the "wild" the game baits me showing the armor as a set of X-01, however upon entry or inspection of the inventory, it is something completely different. So far this is only a visual bug, and doesn't effect the game too much and I should have probably seen this coming as I have quite a few mods installed. All I'm looking for is a fix as I'm concerned this may turn out to be more than just a visual bug. So far none of my actual power armor has changed in any way and it seemingly only affects power armor out in the wasteland. When I load my game up and get into a solid save the power armor is fine, however when I quicksave and quickload the armor changes to X-01 and its X-01 every time no matter what. For a specific example, I went looking for a set of X-01 (I'm currently lvl 31) and after getting to the armor in Court 35 I saw through the glass a full set of pristine black X-01 armor however after opening the case the armor was a full set of T-45! I've heard this is a bug with the cells, I though they patched that out, I'm looking for a mod that fixes it but I cant find anything. I have the unofficial patch. TL;DR: Every power armor I find in the wild, shows up visibly as X-01 but when I use/look at its inventory, it turns into something else. Any fix?
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We all know there's a max number of enemies in cell, and if active hostiles were turned into corpses, those corpses would be despawned to allow other active (previously invisible) hostiles to appear. This could be instantanous, or could take a few minutes for engine to calculate. Example would be Final Hoover Dam, particularly the interior plant cells if you use a spawn mod that add more hostile to that battle for example. Or hell, Fallout3, the central metro map that open to several other metro maps. That one has plenty of active hostiles, and if you use any mod that add more hostiles to that one, all the (vanilla designed) dead corpses would be despawned so they could appear. Or even better, Deathclaw Sanctuary. If you dont ever visit it at all, and the first visit is after Enclave invasion start, all the extra spawns appeared in that stage will be together with the things designed from beginning stage, and make a lot of corpses disappeared. No need for mod, just timing. It is the bane to players dealing with those humongous maps. My question is: is there a way to raise the limit of max enemies for one specific cell. NOT all cells, since that could tax engine and can create CTD on lower to middle rigs. @JimboUK , @madmongo ,HALP????
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FIXED Im stuck with an interior lighting problem, dilemma. I can't find out why the creation kit display lighting different to ingame. The lighting is off, very bright and far from what i see in the CK. I have one file attached which should showcase my problem. the upper two pictures show the CK view and the lower the ingame view. The brighter picture on the upper left is because the sky lighting was enabled, the right has it disabled. The lower picture, next to the total bright lighting, has total different shadow etc. The lights i used are default vanilla fungus green lights. The cell is the UFOCrashSite01 Cave. Player around default vanilla imagespace and modifed - nothingEnabled sky lighting and disabled - nothingUsed default and modified fog setting - nothingAmbient lighting on/off - nothingDirectional lighting xyz - nothingim out of ideas where to search. Any help is greatly appreciated. Edit history: The real crazy s#*! is that even the save images show the correct lighting (upper right). Comparing and adjusting the INI files (Creation Kit, Ingame FO4) didnt change anything. Alright, turns out this one here works like a charm (!) shp 4.0,0.02,0.02,0.65,0.2,0.9,1.5,3.6,2.0
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how can i make ammo casings save across the levels just like corpses do? i don't mean increasing their lifetime or count
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Ragged Flagon - Invisible Walls, Floor, Objects, and NPCs
Guest posted a topic in Skyrim's Skyrim SE
It's been a reoccurring issue that whenever I go into the Ragged Flagon (not including the Ratway or Cistern), that I'm encountering invisible walls, meshes, objects, and NPCs. Collision is enabled on all (if not most) of the invisible objects, and NPCs appear visable when entering out of the zone of invisible objects. I don't know what is causing this issue. I've tried disabling certain mods affecting the cell in the past. The invisible meshes don't always appear, but when they do, they constantly appear every time I enter. I've checked SSEEdit, and here's the list of plugins affecting the cell 00016BCF: [05] Unofficial Skyrim Special Edition Patch.esp [FE 004] Landscape and Water Fixes.esp [09] LegacyoftheDragonborn.esm [18] EnhancedLightsandFX.esp [FE 00A] ELFX Shadows.esp [23] AI Overhau.esp [3F] SkyrimSewers.esp [54] MilkSSE.esp [FE 05E] ELFX Shadows - USSEP patch.esp [70] ThievesGuildLadder.esp [71] Sneak Tools.esp [bC] Alternate Star - Live Another Life.esp [FE 006] ELFX - Hardcore.espDo I need to disable one or two of these plugins, or do I need to do some cleaning in SSEEdit? I've auto cleaned the rest of my mods that needed cleaning according to Loot (via Mod Organizer 2). -
In the REPCONN Headquarters, when I go to the museum, the stands for the museum objects are missing, everything else is fine. It's not NMC or YUP. The file for the museum stands seemed missing as well so I figured that was the problem but even validating didn't help. REPCONN Stand: http://imgur.com/a/PyLflTZ My Mod List: https://pastebin.com/7tZn15EH
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Hi, Sry but my english isn't perfect I know. i created an interior Cell, with mannequins, costome chests and also linked it to an Door in Whiterun, What else do I have to do to play my created content. Idk but maybe is there an YT-Video I didn't found for guidance. Thanks for help
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So I watched & read through a few tutorials on navmeshing and all of them were on interior cells. I have been working on exterior world cell edits and came across something that I assume is a cell divider? But I can't find any information on this. I want to know how to work around or with these, I have found that the nodes often overlap right on top of one another on these lines and red triangles always seem to touch edges though they don't seem to be connected like usual merely side by side. I wanted to delete and maybe move some of the nodes on that green line, and manually created a new navmesh. However I don't know how to make the green line. I can make the nodes overlap, and set the red triangles edges to be touching however I don't know if the navmesh would be usable by npc's without that green line which I have no idea how to create. I know if I move the nodes on the green line the line moves with it which I'm sure is a bad idea. Any info appreciated.
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Greetings! I was messing around with Boston Public Library interiors, and accidentally moved(?) city landscape, that is visible outside of the window. Is there a way to fix it? aybe there was a theme about that, but I don't know how is that background called, and my knowledge of English did not allow me to find anything related. https://imgur.com/a/B039L https://imgur.com/a/mW41Z Thank you in advance!
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I edited a cell through the console, but I encountered a few things I want to change which can only be done through the creation kit. Execpt that when I load the cell, it looks just like the original cell from before I started editing it. Does anyone know how I can load the current in-game cell into the kit?
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I wanted to make a mod that changes the ammo of all plasma weapons to fusion cells instead of plasma cartridges but just it physically using fusion cells didn't satisfy me, so I tried to change the visual plasma cartridge in the gun to look like a fusion cell by replacing the meshes for the plasma cartridge with the ones for the fusion cell, it almost worked, but the fusion cell seems to not be in the right position, especially with anything other than the standard stock, (see screenshots below) And when I reload, the character doesn't grab the fusion cell and put in a new one. Any ideas on how to fix this? http://i.imgur.com/DEabE1h.jpg http://i.imgur.com/DLwRCKl.jpg
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So I was hoping someone could help make a mod for Vault88 "VaultTecWorkshop" that keeps the Entrance vault area intect but instead of being in a limited cave all of the rocks, walls, clutter, pump were removed to leave a massive area to build in without limits and running out of space. it would need to be an interior cell with a sky and sunlight to make the vault brighter than it is. and another problem is it would fix the White empty void glitch that makes the ground and every other item get warped and distorted. I would be forever in your debt it someone could make this happen.
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Why don't some items respawn?
MaxwellWilliams posted a topic in Fallout 4's Creation Kit and Modders
I'm creating a mod which respawns the items which do not normally respawn (such as all those things in Vault 111). I marked "Respawn" for all those items and removed the "Never Resets" mark for the "Vault111Zone" encounter zone. However, some stuff such as 10mm ammo boxes and all the junk do respawn when the cell resets, but some (such as both 10mm pistols and clean Vault 111 suits) do not. Also, I can't force a switchblade in a truck near Vault 111 and a tire iron near the Sanctuary's bridge to respawn. I have no idea why don't these items reset while others do. Can anyone here help me with this? Thank you.- 4 replies
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When I load a Cell It Crashes, Notably leaving the Alternate start Dungeon. When I install ENBseries/Boost, My Game Crashes on startup. Here's A Crosspost from Reddit: I'm Using ALt. Start - LAL and everytime I leave the dungeon, or use the bed, it CTD's, Removing the mod doesn't work, nor does reinstalling skyrim. Can Y'all Help? Here is my papyrus Log: http://pastebin.com/Af5fCmTQ Here is My ModList/LoadOrder: https://modwat.ch/u/planetsabc Edit 1: Also, Installing ENBSeries at all causes a CTD on Startup Can You Guys Help Me? Thanks
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Forgive me for asking a question to something so simple, but its been ages since i last used the creation kit (last i used it for Skyrim) and I'm not very familiar with this new one. I want to replace a weapon in the overworld, say replace the 10mm Pistol in Vault 111 with a Pipe Gun, however i don't see how i can replace it. What i am trying is selecting the 10mm Pistol from the Cell View and attempt to edit the Base Object, but then it takes me to a menu that seems to have all the stats for the 10mm Pistol, and I'm not sure how to configure every thing out to make the pistol into a Pipe Gun. I believe i am doing this the wrong way, can someone tell me the simple and direct way to replace the gun?
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Hello everyone. I have a small problem I was hoping someone could help me out with. I am messing around in creation kit, trying to make a small bandit camp outside of High Gate Ruins. Located near the shore. Question is - how to create a cell in the Cell View, so that I don't have to scroll down every single time and find the world space I am working in. Cause apparently you can't duplicate cells when in Tamriel worldspace...at least I can't. An example is More Bandit Camps by skillest. When I opened his mod, there were separate cells with their own respective names. I am wondering how to do that aswell. Any help is appreciated
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