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Showing results for tags 'interior cells'.
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Automatic crash when I try to reach some cells
Oblivionaddicted posted a topic in Skyrim's Skyrim SE
Hello everybody! Whenever I try to reach the following cells: -Haemar's shame (HaemarsShame02) during the quest A daedra's best friend -The second floor of the Goldenglow estate (GoldenglowEstate02) whether during the Loud and clear quest or since I completed it -The temple of Miraak (DLC2TempleOfMiraakExterior01 & DLC2TempleOfMiraakExterior02 only), I didn't complete The way of the voice by the way -Hrothmund's barrow (DLC2HrothmundsBarrowExterior01) to meet Bujold there Skyrim always crashes to the desktop. Here is my load order made by LOOT: and the kind of crash log I get I would greatly appreciate any help.- 2 replies
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- interior cells
- exterior cells
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I'm having a problem whenever I enter the Camp McCarran Terminal Building. Every time I've entered its just the void and a few floating objects. I've tried reloading a previous save, fast traveling somewhere else, quitting the game, nothing works. My game is modded, any help would be appreciated. EDIT: discovered the problem, had a mod that was used in case all the DLC was not present. Installed the correct one and it works now.
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I'm currently trying to actually create something in the GECK but I already face the first problem regarding interior/exterior cells. What is the best workflow to create an interior cell that actually fits the exterior appearance of a unique shaped building? I don't want to accidently create a magic building that has far more interior space as actually would fit in it. The only I could currently think of (due to the lack of experience with this) is to put interior walls and such in the exterior cell building and copy it into an interior cell. That sounds far to complicated to be best practice though. Hope someone can help me out with this :P
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I've been trying to position an NPC in a cell using CK, but when I try to load the interior cell, it renders it like this. Also, my CK just doesn't render the full view of the NPC in question. The only thing it renders more or less successfully is the head. I haven't installed any graphics mods since the last time I ran CK, so I don't know myself what causes it. Any ideas why is my CK acting up like this?
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- skyrim
- creation kit
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So I've had this idea for awhile now: restoring much of Markarth to how it would have been during the Dwemer's time. Such as: Removing the rubble from the city keep. Reactivating the gas lamps around the city. Replacing all the Nordic interior fixtures and furniture with Dwemer equivalents. Repairing the warrens into something abit nicer. Optional: Adding an NPC in the keep who will buy Dwemer oil in order to keep the city's lamps active. Adding ballistae to the city walls that will track and attack dragons if they appear close by. Replacing all guards' armor with custom made dwemer armor and weapons (minimal customization, just gives the clothes Markarth's colors and adding Markarth's emblem to the shield). Giving nobles and aristocrats dwemer robes. (saw a mod that made these, but it didnt dress anyone in them).
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Markarth is my favorite city in all of the Eldar Scrolls, but its state in the vanilla game always seemed so....broken down. Yet, any of the current Markarth mods go way too far, I feel. I like the general layout of Markarth, no extra buildings needed or anything. It just needs to be repaired and cleaned up. Besides remodeling the map to remove rubble / repair structures, nothing more than vanilla assets are needed. Restoring much of Markarth to how it would have been during the Dwemer's time. Such as: Repairing the keep. So like removing the rubble from the city keep. and replacing the "ramp" with stairs. Repairing the warrens. Reopening the collapsed rooms and making them into little 1 - 2 person rooms. replacing the muck floor with proper dwemer flooring. Repairing any other misc damaged structures around the city. Reactivating the gas lamps around the city. Replacing all the Nordic interior fixtures and furniture with Dwemer equivalents. Optional: Accessible city wall battlements. Optional: 2 - 3 Ballista on the battlements
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- markarth
- interior cells
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Good evening everybody! I was recently playing FO4 and noticed something that will impact how I do stuff in a mod that I am currently working on. I was at the Gwinnet Brewery (the place with the Supermutants and the Mirelurks in the south of the city) and there are some Mirelurks near the "load door" that leads to the interior cell. On the roof of the exterior, there is also a load door that leads to the same cell. However the only way to get from the "ground floor entry door" through the interior cell and up on that roof is by hacking a terminal that will then open a door. Then you can move though the interior cell and exit on top. I was outside the building and I saw a Mirelurk go in the loaddoor and come back out on the "roof". I was not in that interor cell previously, so that terminal was still "un-hacked" and that door was still closed! But the Mirelurk still "passed through the interior cell" and exited back out to the Commonwealth-worldspace. Is there any way to avoid this behavior? So that a closed (locked or only openable by terminal) door will actually behave like a locked door when NPCs try to move though the cell while it isn't loaded? Because it doesn't make any sense that NPCs can "magically" go through there despite there initially beeing no "walkable path" between the two load doors.
- 5 replies
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- navmesh
- locked doors
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