Jump to content

Creation kit mod not working


gwyllgi

Recommended Posts

Posted

So i made a mod that expands the volkihar island, mostly for rts or wastland defense, in CK it looks perfect but when i load in game it's cut off at the beginning of another cell. how do i fix it?

Posted

I've had similar issues trying to make my own mod Open Cities compatible.   Aside from the obvious moving to that cell in the CK and hitting f5 to refresh the cell, one thing that MIGHT help (per people advising me on my bug), is to go into your SkyrimEditor file and set your UGridsToLoad line to 9.

 

Something else I found recently is my CK is dumping an error log into the main Skyrim directory.  Not even sure how I turned it on.  O_o  It's a file called EditorWarnings and the descriptions are easier to understand than the Papyrus logs.  Here's a sample:

 

MASTERFILE: Errors were encountered during InitItem for reference:

Base: 'sc_towerfloatingrocks02' (02010BAD)
Ref: '' (02015DC3)
Cell: 'DLC01SoulCairnCraterKeeper' (02002C75) (6, 3) in world 'DLC01SoulCairn' (02001408)

See Warnings file for more information.

 

MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.

 

MASTERFILE: Errors were encountered during InitItem for reference:

Base: 'dunda14PortalDoor01' (0003DC41)
Ref: '' (0003DC3F)
Cell: 'DA14Interior' (0003D62B)

See Warnings file for more information.

 

MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.

 

 

Anyway, you may want to check if you're generating such a log and if it has anything that may be a clue.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...