Creation Kit Cave building problem

Post » Sat Nov 17, 2012 11:41 am

Hi guys, i got a problem with the cration kit.

When I use the cageglroom* to build a squared room it all perfectly fits together when I use SnapToGrid and SnapToAngle.
But when I select all the objects that form the room and rotate them while SnapToAngle is off there suddenly are little tiny gaps between the objects.

Then I tried the SnapToReference on those cave objects and they fit together again. But why would I have to do that. The room did fit perfectly in the first place?

Thanks for you help.

A.T.
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KRistina Karlsson
 
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Post » Sat Nov 17, 2012 10:34 am

Because the rotate/selection isn't capable of making it hang together ... So you did what you had to, to fix it ... (snapping it all back together)

(Are you trying to make a sloping floor? Or something similar ... doesn't matter, just interested ...)

Sometimes you get cracks that you have to fill with rocks and stuff ... Doesn't matter as long as the player can't see the void (though try to be neat!) ;)
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Iain Lamb
 
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Post » Sat Nov 17, 2012 3:33 pm

Did you still have snap to grid and snap to angle when you rotated?

The Official tutorial talks about these "spiderwebs" http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_2

Sometimes, I just have to use other pieces (floor chunks, pillars, rocks, etc.) to fill these gaps.
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Tammie Flint
 
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Post » Sat Nov 17, 2012 10:01 am

Thanks to you both for the fast response.
Yes it was the spiderwebing thing that infested my dungeon. I'll try not to rotate cave elements now with SnapTo turned on.

@h4vent : Well, I just try to merge some well tuned room kits with the more organic looking/feeling cave elements just like in the tutorial videos.
I think user created content wil always be recognized as such except you use some more random stuff.
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Stace
 
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Post » Sat Nov 17, 2012 11:24 am

You should be able to select multiple pieces and rotate them without moving them in relation to eachother, whether snap to grid/angle is on or off. Are you sure they fit together nicely before you rotated the whole room? So long as they are all selected they should fit together afterwards as well.
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Charlotte Henderson
 
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Post » Sat Nov 17, 2012 7:10 pm

@Alexander : Well yes, I tried it a second time, you mustn't rotate nor translate your Cave objects while SnapTo is on. Otherwise you get this spiderwebbing.

Another short question: When I'm in the game I'd like to get the name of the current cell so I can look it up in the creation kit. Is there a console command like that?

Thanks
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Claire Mclaughlin
 
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Post » Sat Nov 17, 2012 7:39 pm

http://www.youtube.com/watch?v=VH2oYPJh-qw

Heres my video on a rule that will help you create seamless cave rooms :)
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^~LIL B0NE5~^
 
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Post » Sat Nov 17, 2012 6:53 pm

@Wheeze201: Thanks for your tips. By the way nice channel you have on YouTube.

The Cave rule like Cor01-Wall01-Cor02-Wall02-... ist mentioned in the Creation Kit Tutorial Videos by Bethesda too. But they didn't mention the spiderwebbing issue in the video.
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Sun of Sammy
 
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Post » Sat Nov 17, 2012 11:47 am

@Alexander : Well yes, I tried it a second time, you mustn't rotate nor translate your Cave objects while SnapTo is on. Otherwise you get this spiderwebbing.

Another short question: When I'm in the game I'd like to get the name of the current cell so I can look it up in the creation kit. Is there a console command like that?

Thanks
As far as I know there are no commands to show cell names or exterior coordinates. However they are always named appropriately. Just look at where you are ingame.

For example, if you were in 'Shadowrun Folley' (Name I made up), the CK name would most likely be 'ShadowrunFollow01' Or it wouldn't have a number if it's only a one part cave. It's very easy to find the places ingame. Town stores and such get a tad tricky as they usually have a prefix for the down, like RiverwoodRiverwoodTrader, a bit odd, but it's in Riverwood. (Like RiverwoodAlvorsHouse)
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luke trodden
 
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Post » Sat Nov 17, 2012 8:46 pm

Finding where you are - Easiest way:
  • In game with console up: ... Click on a tree (or a rock, cart, bush etc)
  • In console: type getpos x and then type getpos y
  • Write them both down
  • In CK: Sort cells (in Tameriel worldspace) by co-ordinates (click header)
  • Run down list until you find right co-ords (will be in that order)
  • Load cell ... as the yahoo post says, you may be slightly out and have to move across a couple of cells, either way.
http://answers.yahoo.com/question/index?qid=20120305112933AAfKV50

OR
  • With the console up ... Click on a tree
  • Write down the ID you see
  • In CK: SEARCH Objects for that ID
  • Right-Click the object
  • Left-Click Use-Info
  • Double-Click on the cell listed (may be more than one)
Not as reliable as the first method, I have found?
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Cesar Gomez
 
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Post » Sat Nov 17, 2012 7:49 am

Ok guys thanks for your tips. That Helps a lot! :biggrin:
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Monika
 
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