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need some help from more experienced CK modders > solved


aqqh

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Posted

K figured this out. Or rather figured how to go around it...

 

 

 

 

 

As some may be aware i am working on a mod that adds number of traps to vanilla skyrim dungeons. Rune traps.

 

So far i got owend by CK "issue" i have no idea how to fix.

For example

"mod" like this - all it does is to add 3 unmodified vanilla rune traps. 2 are in Bleak Falls Barrow 01 and 1 in Deadmens Respite.

TES5Edit shows this

literally NOTHING other than placement of few traps in those dungeons.

 

And both those from Bleak Falls explode in Dragonsreach and that one from Deadmens explodes in Helgen Keep.

Its completely ridiculous. Seriously i was aware that CK is not perfect but i had no idea it is messed up so much...

 

At this rate if i would be adding more and more traps they would be exploding literally everywhere.

 

If anyone has any idea what may cause this and/or how to make this not happening pleas let me know.

 

 

Posted

And I am not experienced in Skyrim, I am a dabbler here, but learning.

 

1. I am guessing, but did you make you trap scripts original, the scripts them selve may be tying them together.

 

2.I find this CK very much like the Morrowind one, everything you touch can suddenly cause duplication every where else. Morrowind was a night mare.

 

3.Did you make original traps, did you copy the scripts, and rename, and  rework them, and make them your own. This is always a good idea when working with Beth Item's. they do not think in terms of Modding, only completing there game.  Thus all the dirty edits in there BSM files, they do not bother Beth progam's, but they can kill mods.

 

4. Is probably no help, but I was trying.

Posted

I did tried placing unmodified vanillas - they have no scripts attached, it works like that that trap object is linked to explosion effect, that effect is linked to enhancement and that enhancement trigger magic effect - and any scripts can only be attached to that magic effect. Ofc there has to be some script that controls when rune traps explodes but its vanilla and i dont think its even possible to do anything with that.

 

tried renamed and modified objects.

 

tried making completely new objects.

 

Results are the same every time.

 

What is interesting is there is no randomness. Every time i place trap here

 

it is duplicated here

 

can repeat that as many times as i want and result is the same every time. Its like some object references of vanilla skyrim are linked together somehow.

And there is more of such links. A lot more.

 

But well, guess its whatever. Was pissed off that i wasted 2 weeks and still cant make this work so went for chill out play in skyrim and i actually get an idea what to do to maybe not fix this but at least to make this harmless...

Posted

1. I have had some problems with the CK adding places to my mod that I have never even been to, or looked at. Took me some time in Tes5Edit to sort them out, and delete them, a good start is of course the standard cleaning.

 

2. of course this will over look any highlighted green items, and I would have to go through each cell, and find everything that was added, and I did not add it, and remove it manually.

 

3. But loading back into CK would sometimes re add them. I eventually found all of them, and removed them, and have not had the problem in many load's, and CK modding sessions.

 

4. But I do keep looking for them every time I have a little free time, between modding, I will load My mod up in Tes5Edit, as I discribed here http://www.loverslab.com/topic/35909-load-order-sticky/?do=findComment&comment=902819 and go through the auto clean, and then do a manual clean.

 

5. this is I think a dirtier Modding CK than Morrowind ever thought about being, and it was terrible to add thing's all over the place just like this one does when you even touched another cell.

 

6. Oblivion made major improvements to this problem, but with the separation of the scripting from the CK many problems have been added back in, in this respect Skyrim modding is very much a step backwards.

 

7. I have been dealing with some of your same problems in my modding of this Eldar scroll as well. I wish I could help you more, it would also help me.

 

8. I think is some what of and ongoing problem for those modders that do far more than scripting, and you may just have to re-check, and clean your mod more often.

 

9. But I am only guessing.

 

 

EDIT :: another thing I found was that opening the cell menu, and just clicking on the name of a cell would sometime place and Astrisk next to its name, and add it to my Mod.. This CK is bonker's. I have had it even give different stages in the Quest stage the same fragment number, that one really threw me for a loop.

 

 I would set quest object to complete on one stage only to have the other which at that time i did not know had the same quest fragment number change it to something else.

 

  I had to delete them all (When I finally found the problem), and re make them, and this time they got different fragment number's ... Go Figure>>> It is a crazy buggy B__Tard

 

 

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