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Showing results for tags 'markers'.
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Another one of those questions I'm trying to use the BoundCaptiveMarker, the thing used in the Abandoned Shack during the first DB quest. I've used it in the past and had some issues, but I overcame those. Now it is out and out refusing to work. I create the package and use the SitTarget (just as the packages are set up for the captives in the Abandoned Shack) and point the package to my BoundCaptiveMarker. The Actor will NOT use the marker. At all. I've gone around and around with extensive testing and here is what I have come up with: I know the Actor CAN use it. They will randomly use it in a Sandbox. I know the SitTarget works because testing it on a custom NPC results in the Actor kneeling. I know that the Actor has no animation they are trying to run elsewise (which is what I found can cause the BCM to barf). I know the package runs, because when I replace the BCM with TableLeanMarker, the actor executes the package without an issue. I know it is NOT the BoundCaptive Keyword in the marker, because I created a duplicate and removed that keyword and still the actor refused to use the marker. I cannot find a single common thread with my successes and failures and it's making me a little crazy. Why can they use the marker while sandboxing but not as part of a package? Why was I able to get a custom NPC to follow the package, but vanilla NPCs refuse? Hoping someone has run into this before and can give me a clue, because I have none.
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PROBLEM: However, this does not fix the problem for me! I can load any other mod or no mod and the markers are shown fine. As soon as I load my mod, they are gone! I dont have any backup and I just worked about 2-3h non stop on it and I really dont want to redo everything! I also look through it with TES5Edit, but I couldnt find anything!But then again, what am I even looking for? Please, anyone who knows how to fix that, please let me know! -W. PS: hitting M repeatedly and desperately does not help.... HOW TO FIX IT: After playing around quite a while with CK and TES5Edit, I was able to fix the problem by deleting the Navigation Mesh Info Map with TES5Edit, then create an empty new esp with CK and merging the the esp where the dots arent shown with the empty esp. Opening the merged esp and the dots are there again! Maybe someone else has this problem in the future
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Hi there everyone. I have a big doubt and also after some hours trying out I can not solve it I am adding a Pool and a tub and want to make use of the sit cross legged marker to make then sit at the bottom of the pool... No matter what I try I can not figure out how to make the marker work for the player and NPC...With sit Cross ledge its the same issue...Can some one aid me on this and explain it how to make it work.. TY guys.
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I've been trying to add collision markers to one of my areas, but I'm having problems. When I click "Create a Collision Cube" and click in the render window, nothing happens. I've tried right clicking, left clicking, clicks+dragging to draw a box, but nothing shows up. Same thing for the Collision Plane and Sphere (the C buttons in the toolbar). Markers are turned on, that's the first thing I checked. I've tried closing the CK, using a new cell, etc. I can copy and paste collision boxes from other cells into my cell, but I can't seem to create new ones. I can see collision cubes in the area though, so it's not a markers issue. I can copy and paste collision cubes into my cell from other cells when needed, and that's how I've been working around it, but I'm really curious about why the button doesn't work. I have no trouble placing a trigger or a current cube either... just collision cubes. So it's weird. Any ideas?
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- collision
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Hi TESA folks! So, I have a bunch of lighting fx such as ambient dust beams and whatnot, but even when I hit "m" to toggle them off in the CK, I can still click on them to select them. I want to work in the area with a dust beam but I don't want to accidentally click on the dust beams, though their bounding boxes are very large and so it makes it difficult to work. Do I need to just move the beams out of the way until I'm done with clutter, or is there a hotkey that will let me hide them entirely or lock them so I can't click on them while I work on other stuff?