A few custom home questions.

Post » Tue Jul 28, 2015 11:56 am

Brand new to modding in general. This is the first game I have ever modded and have done thorough research on using CK. I have created custom followers, made new cooking recipes, and created new items. Now I am building my second player home as the first one had to be deleted because I messed up the tamriel cell navmesh :( I have a few questions regarding most NPCs with the new home.

1) I have created my NavMesh but have not finalized or ran the checks in CK on it. Is there anything I need to know before doing so that is not covered in the wiki? I noticed navmesh changes seem to save even if I tell it not to.

2) I will be creating custom NPCs from NPC duplicates to roam my house. A merchant, a housecarl, a bard, and then 9 others to make the home seem alive. How do I make sure the NPCs do not leave the house, but walk around and interact with various objects. Is it possible to also set them a schedule without much work from any kind of scripting? Like having the merchant in a certain area from 8am-8pm and having all NPCs go to a dinner table at 9pm.

3) The house is north of Dawnstar. I also have not seen changes in making my followers have different factions. Since they will not leave the house other than when they are my followers, what factions do I need to assign to make them play nicely with other NPCs I bring in?

4) How am I able to make the home a an option for housecarls and spouses to move into? Currently the interior cell is set to no reset and faction is set to player.

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Channing
 
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