Naming Doors Question

Post » Tue Jun 19, 2012 4:18 pm

Okay I'm almost complete with my masterpiece (mod), only a few more things to go. I've been working on it since February 7th, spent a good 40hrs + and ironically enough it is my very very first mod created.

Anyways I had a question about naming doors.

Does naming doors only work when the selected reference is in a different cell outside of current one?

Picture this: a room with a door that says "enter here", that door works fine, door opens (not a loading screen door); door immediately opens up and you can walk right in. Another door that says "Basemant" but for some odd reason Basemant doesnt show up in the name when you're testing it. Why? Is it because while you created a cell called "house" I've created 4 different things in one? LOL okay maybe that doesnt make sense

I open Creation Kit; I click Skyrim, I duplicate a cell, erase everything, start creating objects with rooms, walls, etc. Meanwhile I've created a Top Layer, Middle Layer, Bottom Layer, all within that single .esp same cell. So when I go to drop a door and say "load level 2"; the name doesnt stick because its within the same cell reference???

So if I really wanted to name each door one visits I need to create separate cells perhaps calling it:

Sanctuary
Sanctuary Level 2
Sanctuary Level 3
Sanctuary Level 4

And build each of my levels there, so that way doors will properly be named correct?


(man I hope the latter made more sense? lol)

thanks
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Danny Blight
 
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Post » Wed Jun 20, 2012 1:02 am

teleport doors always take on the name of the cell they are loading.

if you are teleporting within the same cell, the door name iwll just reflect the same name as your current cell.

like if your cell is named House, every teleport door will say Open House regardless of the floor it will teleport to. i don't think you can change this name without making the individual floors as separate cells
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Dj Matty P
 
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Post » Wed Jun 20, 2012 4:35 am

You can override that - seems you need to create a new Message then select that message from the Location drop-down list (on the Teleport tab for the door). Non-teleport doors should retain their name - it's using the Teleport which overrides the name you set in the first place.
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Marine x
 
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Post » Wed Jun 20, 2012 5:12 am

screwball: any chance you can be more specific please. I double clicked door and cant find anything about 'new message'; even tried adding a script. So I'm lost, lol, sorry thank you very much though
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Kellymarie Heppell
 
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Post » Wed Jun 20, 2012 3:32 am

Double-click the door.
On the Teleport tab, directly underneath the "View Linked Door" and the "View Teleport Marker" buttons is a drop-down list labelled "Teleport Loc Name".
Expand that list (click the down-arrow button) and scroll down until you find "DA03FreshMeatName" then click on it (that entry in the list).
OK the dialog, save the file. When you walk up to that door (in game) then instead of the Cell Name appearing under the word "Open" you should see "Fresh Meat".

DA03FreshMeatName is a Message, so you will need to create a new Message containing the text you want to appear on your door.
In the Object Window, set the Filter to "Fresh" (without the quotes), scroll to the bottom of the left-hand panel and click "*All". You should see the DA03FreshMeatName on the right.
Select it > right-click > Duplicate. You should see a new entry "DA03FreshMeatNameCOPY0000". If you don't you may need to select something else on the left then return to the *All item.
Rename that duplicate to something appropriate - like "SanctuaryLevel1DoorName" (say Yes to the Create New Object prompt). You'll have to change the filter in order to find it again - do so, then double-click it to get at the details.
Change the Title field to what you want, "Sanctuary Level 1" for example (leave the other stuff alone) and OK that dialog.
Go back to the door and change the Teleport Loc Name to the one you just created.
Save, play, enjoy :wink:
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Scarlet Devil
 
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Post » Tue Jun 19, 2012 2:02 pm

awesome it worked; thank you very much. I learned something!!!

Umm however I think the general consensus is that; isnt like most dungeons done with different cells? For Instance: Fort Kruger, Fort Krugers Shrine, Fort Krugers Tower; (those are made up), even though you're in the world you enter Fort Kruger and then you'll find a door that leads to Shrine, that Shrine is on a different cell huh

So perhaps I should just copy and paste my Levels/Areas into separate cells?

Does that decrease the size of the file downloaded or increase by having separate cells for one mod?
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Kim Bradley
 
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Post » Tue Jun 19, 2012 9:53 pm

file size won't change much. If it's a big sanctuary you're talking about, it wouldn't be a bad idea to use different cells, to decrease lag. this does mean loading screens however...
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Sarah Unwin
 
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Post » Tue Jun 19, 2012 8:14 pm

@Itolman:- You're welcome :smile:

@somnyus:- I tried doing that recently and failed miserably. I raised the question http://www.gamesas.com/topic/1355428-problem-connecting-load-doors/ and was told, unequivocally, that it's not possible. That cannot be entirely true as there are many instances within the game.
If you (or anyone else) could shed any light on how to achieve this I'd be grateful.
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Eire Charlotta
 
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Post » Tue Jun 19, 2012 7:05 pm

In the other thread you talk about 2 different .esp's. Jog's right you can't link those doors, but why would you use 2 .esp's??
Say you have 3 levels in a house, just create 3 cells (in the same .esp!):
- MyHouseBasemant
- MyHouseFloor01
- MyHouseFloor02

Then you can just link doors between those cells.
If you right click on each of those cells, you can 'edit' them, giving them names which will show up in-game when you look at the door.
I hope I make sense :tongue:
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Donatus Uwasomba
 
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Post » Tue Jun 19, 2012 6:06 pm

but why would you use 2 .esp's??
Because I wasn't aware that it was possible to have more than one "cell" in an esp, believing (erroneously) that each "interior" (cell?) had to be in its own esp. I'll have to do more reading, it seems :wink:
ps. Yes, makes perfect sense :thanks:
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Aliish Sheldonn
 
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Post » Wed Jun 20, 2012 12:58 am

I have a huge problem related to the breezehome door can go in but CTD on exit...do you guys have any idea on what this can be...
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Stephani Silva
 
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Post » Tue Jun 19, 2012 7:34 pm

Because I wasn't aware that it was possible to have more than one "cell" in an esp, believing (erroneously) that each "interior" (cell?) had to be in its own esp. I'll have to do more reading, it seems :wink:
ps. Yes, makes perfect sense :thanks:

That is really the point of all the mods and even though Skyrim.esm is an master and not a plugin, it does contain tons of cells loaded into one file. Duplicate 3 cells from your aaamarkers cell and rename them different things, for the sake of arguement, Lokirs01, lokirs02, and lokirs03... If you look at all the other cells loaded from Skyrim.esm (which aaamarkers is just one of), you will see that it is how Bethesda did it. Then when you do your door load/teleport, you just reference the door in the other cell. The tutorial for Lokirs covers this further ahead and in Linking to the World. I've got 3 floors for my mod at the moment...
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Solène We
 
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Post » Wed Jun 20, 2012 4:58 am

Wouldn't you get a name on the door if you duplicated a regular door and renamed it? That seems to work for activators.
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James Smart
 
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Post » Tue Jun 19, 2012 2:40 pm

That is really the point of all the mods and even though Skyrim.esm is an master and not a plugin, it does contain tons of cells loaded into one file. Duplicate 3 cells from your aaamarkers cell and rename them different things, for the sake of arguement, Lokirs01, lokirs02, and lokirs03... If you look at all the other cells loaded from Skyrim.esm (which aaamarkers is just one of), you will see that it is how Bethesda did it. Then when you do your door load/teleport, you just reference the door in the other cell. The tutorial for Lokirs covers this further ahead and in Linking to the World. I've got 3 floors for my mod at the moment...
Thanks - you're quite right of course. Nothing quite like missing what's staring you in the face :rolleyes:

@Aezeal - Yes, but as soon as you link it to another door (teleport) the name changes to that of the cell containing the other door.
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IM NOT EASY
 
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Post » Tue Jun 19, 2012 5:53 pm

I realize that you're already past this issue, but renaming doors is pretty simple. After you place your door in the render window, you can double-click it and edit the door reference. Right at the first tab, "Teleport", there is a listbox for "Teleport Loc Name". You can select from these options to control the name of the location the door teleports to. These options are the messages you can find under Miscellaneous in the object window. Check http://www.creationkit.com/Message to see how to use it.
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Oyuki Manson Lavey
 
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Post » Tue Jun 19, 2012 5:30 pm

Thanks - you're quite right of course. Nothing quite like missing what's staring you in the face :rolleyes:

@Aezeal - Yes, but as soon as you link it to another door (teleport) the name changes to that of the cell containing the other door.

But if you teleport anyhow then you can just name the cell correctly?
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darnell waddington
 
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Post » Tue Jun 19, 2012 8:12 pm

In the 1st post the OP said:-
I open Creation Kit; I click Skyrim, I duplicate a cell, erase everything, start creating objects with rooms, walls, etc. Meanwhile I've created a Top Layer, Middle Layer, Bottom Layer, all within that single .esp same cell. So when I go to drop a door and say "load level 2"; the name doesnt stick because its within the same cell reference???
The doors are in the same cell and so all have the same name. Changing that needs a Message with the appropriate text (AFAIK - ICBW but that's how it seems to be).
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Tom Flanagan
 
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