World Linkup and the wilderness cells

Post » Mon Nov 19, 2012 8:03 am

This might have been answered before, though from what i have been able to find there is verious ways to do this.

Eksample one is to find the cell you want to use, duplicate it and rename it.
Eksample two is to find the cell you want to use, and just rename it.

Im in a bit of a conflict about this. Trying to set up the exterior elements for my mod and would like to make sure its done right, without messing up things for the player.

Basicly i have found my spot in a "wilderness" cell, just outside Solitude, i have to do a bit of alterations to the cliffs and rocks to make it work. Just want to make sure i do it right.

Hope someone can clarify this for me.
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Yung Prince
 
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Post » Sun Nov 18, 2012 8:14 pm

I'll have to answer you with another question.

Do you want to change the game-world so that a player with your mod sees a vanilla world you have changed? OR do you want players of your mod to travel through a door in the vanilla world (or tunnel, portal or similar) to get to a new cell that you made?



You probably did one of them, by now ...
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Dean Brown
 
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Post » Mon Nov 19, 2012 6:20 am

If you're placing objects in the exterior, (i. e. the Tamriel worldspace), just rename the wilderness cell where your mod is to be located to your mod's name. Just select the wilderness cell (the one highlighted where the location of your mod's exterior is to be placed) and press F2 to rename it.

Do NOT duplicate any wilderness cells or any other cells in the Tamriel worldspace.

To place an interior cell (e.g. The interior of a house where you have to go through a load door to get to it) within your newly claimed exterior cell, select 'interiors' in the cell view drop down list, then once the list of interiors appears, select the 'AAA markers' cell, then right click and duplicate it. Rename the duplicated cell to whatever you want, delete the existing objects from this new cell, then you can start building an interior. When you finish building the interior, you can link the interior to the exterior using load doors (see the Bethesda Creation Kit tutorial on 'world hookup')
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Adrian Powers
 
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Post » Mon Nov 19, 2012 9:37 am

Also, if you have to alter any cliffs , rocks or any other vanilla objects, only either move or disable them, but do not delete them.
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Sun of Sammy
 
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