Odd thing happening with my mod+ need help fixing problem.

Post » Wed Jun 20, 2012 10:31 am

Hi so ive been makign my mod for ages now and im getting closer and closer to release.

so far i have made my interior cell, today i started makign the exterior building, this will be where
the player runs around the map see's a building enter it and ends up in the interior cell.

1st question

In the interior cell i have draugr's set up, maybe 100+ this has all been fine up till now.
since i finished the exterior part. i have found that the draugr's in the interior cell have all ready
woken up from there coffins and are dead on the floor. I have no idea why, this has just randomly
happend, out of the 100 druagr's only 5 are being use at the moment.

what i have done is in the exterior part i have put a map marker with the name of the place.
With the doors all heading to the exterior cell. Witch is fine and working right
i have not added a locaction i did try but i delete it as i thort this was the problem.

But i even delete ALL the enemy in the interior cell to see if i could work out what was wrong.
I foudn out that with even all the enemys deleted i still found there weapons on the floor. Like
thay would be dead.

2nd is i sorted out all the navmesh for the exterior part of the cell the world part everythign is fine but i get
and error saying...

PATHFINDING: Navmesh 000ebe6a wilderness....Triangle 144 Edge 2 triangle 190 edge 0 Should be linked but they are not

Im not that experienced with navmeshign yet but i know what it does and what its for and how to do it but
when i went to this triangle i deleted it, replaced it with the same shape, did not fix the error, so i tried to delete it
and not put it back dident mind. then i still got the error but it was a diffrent triangle and it keeps moving !

If any one can help with these im very greatful the 1st questions is more important tho.
Not to worried about the navmesh as it is'nt giving me any bad problems. Thanks !!!
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Guy Pearce
 
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Post » Wed Jun 20, 2012 9:59 pm

Have you edited the Draugr to actually be "dead"? Because I think the "sleeping" animation on them is just an animation script on a living draugr, and it isn't ever "dead" before it wakes.
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jeremey wisor
 
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Post » Wed Jun 20, 2012 10:29 am

no i havent told him to be dead any of them and they wont even link ref right.
and the script is still on them.
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Roy Harris
 
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Post » Wed Jun 20, 2012 11:45 am

Are you testing with a clean save or an old save?

Basically, in the normal game, when you enter into a cell and move things around/kill things, this information gets saved so that when you return there, you know you've already been through. From the way you described your problem, it's sounds as if this is the case.

A way of always making sure that you are testing your cells with a clean save is to open up the console and coc to your cell when you are in skyrims main menu, not after loading your character. The game then loads you up with a default level 1 nord character with basic iron equipment. I'm pretty sure this is how the designers at Bethesda tested their cells.

Hope this helps

- Hypno
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herrade
 
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Post » Wed Jun 20, 2012 7:18 pm

If this is the problem which does seem like it, then why are my
linked refs not working with the draugr's? if it does save this info how
can I reset this for this interior cell?

I have been testing this in the coc and it worked fine
but when I tried this in game the enemys wasnt even in the coffins.
Just dead and weapons around.
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maria Dwyer
 
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