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Need Help - Linking two mods


DudleyAz
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I'm looking for some help getting two mods linked. So here's the set up...

Mod #1.. the Isle: I built a new little island north east of Solitude as a little learning project. It is built in the Tamriel exterior and it worked out well, and I can run around on it in game no problem. It also has an interior cell (IsleCave) that has some mining space in it. I can teleport back and forth between the two no problem. So here is where it gets tricky... I decided that I wanted to use it as the base for an additional two mods.

Mod #2... the Isle Home: This is a player house built on a picturesque little spot I purpose built in Mod #1. The exterior is in Tamriel, and I have it working fine. When working on the Home portion, Mod #2 is the Active file. If I have to move a tree or adjust a ground texture I only do that if I reload and make Mod #1 to Active file first. Make sense? Mod #1 is a prerequisite for Mod #2. When all done, if I only load Mod #1, the I see just the island in it's 'natural, pristine' look. If I load Mod #2 as well, then I get the island, but with the addition of the home, patio, etc. Mod #2 has a unique interior cell (IsleHome).

Mod #3... the Isle Village: The concept would be that over time, a village was built on the island, becoming the home of a group of adventurers. I would still use the Mod #1 isle as a base, but instead of loading the Mod #2 home, it would have the Mod #3 village in it's place. It will also be built in Tamriel, with unique interior cells for the different buildings.

So here is my problem. I can load up Mod #1 and #2, and teleport from the Exterior Isle space into either interior space (IsleCave or IsleHome) and back out to the exterior no problem. but, I want to have a passageway through a secret door where you can go directly from the Isle Cave into the basement of the Isle Home, effectively cross connecting the two Mods.

  • I have Mod #2 set as the Active mod with Mod #1 loaded but just as a plug in.
  • I go to the Mod #2 interior cell (IsleHome), select my load door, and click on the teleport tab.
  • Leaving the Mod #2 load door edit window open, I then open the Mod #1 interior cell (IsleCave)
  • I go back to the Mod #2 load door edit window, click the Teleport check box, click on 'select in render window' then click on the load door in the Mod #1 interior cell.

It builds the teleport links just like it should and I can bounce back and forth between them in the CK without an issue.... until I save it, exit, and come back later to do more work on it. When I load any subsequent CK session loading Mod #1 and 2, it creates a duplicate IsleCave interior cell filling it with only the load door used to teleport between the IsleCave and IsleHome. If I go into the game, the teleport from the IsleHome takes me to the new duplicate IsleCave void with just the load door marker. The teleport isn't available from the IsleCave side...

So I'm frustrated. :pc: Am I doing something wrong, or will the CK not allow you to jump between two different mod interior cells?

Any help would be appreciated!

Thanks,

Dud

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I'm not sure it's possible to link doors between 2 interiors in two different esp files. It works with the exterior because all the files have the Tamriel Worldspace ref, but there's no ref for that other interior.

Is there a reason you are building in three files instead of one? You could have all these things in Mod #1, disable the house and village and enable them as they develop in your storyline. It's not clear why you would introduce the extra .esps, especially if you're planning a release. :idea:

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