About some kind of CK wild edits

Post » Sun Sep 07, 2014 10:09 am

Hello,

I'm quite new to modding, was trying to make my first - mainly to learn how to do things. Mod was about adding number of traps into all sort of vanilla skyrim dungeons. Had some scripts attached to them for additional effects - that part worked flawlessly.

But I've run into some kind of CK bug i have no idea how to fix.

For example - when i place a trap in BleakFallsBarrow01 (that was fire rune trap placed behind the corner bit after first bandit fight, near fire brazer - unfortunately it seems I'm not allowed to post screenshots ;/ ) the trap is there and works exactly as i wanted.

Problem is at the same time that trap gets "cloned" and placed in Whiterun Dragonsreach for some reason. That clone appear without textures (they are quite invisible) but they do explode when someone walks into them as normal rune trap does.

When they trigger the "proper" ones i placed in dungeon disappear.

I made myself script system that lets me know what kind of trap exploded - for testing purposes. But it only showed that whole mod is filled with wild edits and the more traps i place the worse it gets. i had traps from Bleak falls 02 exploding in bleak falls 01, trap from forelhost exploding in helgen keep etc. A lot of it. I have even seen some appearing in DLC locations even if i never ever loaded any DLC file into my Creation Kit.

I have no idea how is that possible.

When i check this mod in TES5Edit it shows no changes like that. For example i dont see any info about changes made in dragonsreach but whatever character i load and check those traps are there.

Even when i place vanilla versions of those traps (without any modifications made by me) in these spots, enter game by coc whiterundragonsreach these traps are there.

Do i not know about something? Did i do something wrong? Shouldn't it be simply open the cell position the object and it's done?

Anyone have any idea what can be done to make such things not happening?

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Abi Emily
 
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