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Posted

Is there a way to merge cells in the CK? The player home mod I'm working on is currently made up of at least 4 cells and it's really annoying working with some things across cells.

 

If the answer to that is no, is there a way to determine the size of a cell when creating from scratch or is that baked in?

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Posted
  On 7/16/2015 at 3:39 PM, SparrowPrince said:

You're modding? I would not have thought it would have been something you would have enjoyed Tech. I thought you liked tweaking and editing outside of the game itself. Why won't the authour let you do what you want if you are fixing it up? I don't  know why it has to be linked to the original mod if this person does not want to update it anymore. If it has custom assets that would be enough to get people to download the original. Don't include them in your version and tada! I may hate the CK, but please keep us updated. I am not totally clueless with this tool, honest. 

I enjoy a challenge and this is what I'm challenging myself with (same reason I did all the work on the STEP Female Overhaul, which in essence can be considered my first mod...just under the STEP name). As for the author, I don't know. I have talked to one of them to try to provide all my navmesh fixes and USKP forwards, but he didn't seem interested for whatever reason which is kinda strange because I wasn't asking for anything in return. All that work just went down the drain. They did say that the mod wasn't "abandoned" but rather they just didn't have time to work on it (last update was in 2013), but are not "releasing permissions to the community" just yet. The only requirement they put on addon mods was to keep the main mod as a master. Which is dumb because you have to manually add it as a master any time you do any work to the addon. They do have a few things which are custom to the mod. The biggest being that it's in it's own custom worldspace. Right now all I'm wanting to do is fix the 1navmesh issues like I did before, 2delete a few ground object textures that are pointless, 3delete the water wheel since it's completely pointless and is only there for aesthetics, and 4add a couple rooms for a follower and one child. These changes would add some new life into that old mod. But before I can do any of that I need to know how to properly create an addon mod like this in the CK without having to actually edit the main mod and still have all my changes override it.

 

I just noticed that Zilav might have already answered my question when I asked him about plugins and navmesh overrides:

 

  Quote

Yes, you can mod any plugin and any content with another plugin, and then another one on top of them, and another... up to the 253 plugins limit. That's the buty of Beth's plugins system.

Make sure to convert plugins being modded into ESM (toggle flag in TES4 header) when loading in CK, no need to change extension.

 

Toggling Jaggarsfeld to be an ESM while I work in the CK might be the answer I've been looking for as long as this change doesn't require the main mod to stay an ESM in the header...which would require a mod update to Jaggarsfeld...which probably wouldn't happen... I must try this when I get home from work tonight!

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Posted

Wow I remember that other mod  where you tried to help and you got it thrown in your face. That's like me refusing your installer because I preferred the 'simplicity' of my own. Ungrateful would not cut it. 

 

That idea sems to make sense, I hope it works out for you. I'm not that familar with creating Navmesh, (did it once in FO3) but it looks like Fallout 4 will introduce dynamic Navmesh in my opinion. The house building is why I say this and it would be great for them to finally have a modern system that updates itself around whatever you place. It would make editing much easier.

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Posted
  Quote

 

I just noticed that Zilav might have already answered my question when I asked him about plugins and navmesh overrides:

 

Quote

  Quote

Yes, you can mod any plugin and any content with another plugin, and then another one on top of them, and another... up to the 253 plugins limit. That's the buty of Beth's plugins system.

Make sure to convert plugins being modded into ESM (toggle flag in TES4 header) when loading in CK, no need to change extension.

 

Toggling Jaggarsfeld to be an ESM while I work in the CK might be the answer I've been looking for as long as this change doesn't require the main mod to stay an ESM in the header...which would require a mod update to Jaggarsfeld...which probably wouldn't happen... I must try this when I get home from work tonight!

If you are working on a plugin inside the CK every master must have the ESM flag, if you fail to do so then the CK will not save it as a master and break any reference to the plugin. Just like deleting a master in the CK.

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Posted
  On 7/16/2015 at 10:32 PM, DoubleYou said:

I always find it easier creating my own stuff rather than fixing other people's work :dry:

True, but I need skill practice, that's why I'm starting with this.
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Posted

https://forums.bethsoft.com/topic/1527452-creating-mod-addons/


  On 7/16/2015 at 4:05 PM, TechAngel85 said:

I just noticed that Zilav might have already answered my question when I asked him about plugins and navmesh overrides:
 
Toggling Jaggarsfeld to be an ESM while I work in the CK might be the answer I've been looking for as long as this change doesn't require the main mod to stay an ESM in the header...


I can confirm adding the ESM record flag to the plugin being edited by another plugin works. This is how to make "addon mods" that requires a plugin to overwrite another plugin form changes in the CK. I tested this method tonight and it allowed the changes I made in the CK to save without creating the duplicate worldspace, and I confirmed the changes overwrote and worked in-game. This is good information to know. This method was also confirmed to be the correct method by Zilav via PM and by Arthmoor at the link above.

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