Moving Cells and NOM problems.

Post » Fri Mar 26, 2010 1:43 am

I've been creating my landmass mod, and I'd decided to move it away from the main map area, causing the player to reply on in-game maps (good idea?), but I've recently noticed I've put the landmass too far north, and I'm getting buggy meshes. This is a problem anyone would normally get when too far away from Vvardenfell, for some reason, so that's definatly the problem.

I'd like to know how I could go about moving the landmass down south a bit. I've had people refer me to TESAME, but I've never known how to find the move cell function. Could anyone give me a hand, and tell me what to do? Or tell me if there's a better tool? Would I be best to do it now? Could I wait until I know where the southern tip is first, or should I start moving now? Would moving more cells be subsantially more difficult? I'm also willing to email the mod, if you get sick of my incompetance (the zipped esp alone is only 1.3mb as is)

Anyhoo, what do you think about the neccesity to rely on in-game maps? I doubt I could fit it in the mapable area, even with MCP, so it seems to be the only option, anyway.

------------------------------------------------------------------

I'm also having problems with implementing Neccessities of Morrowind in my mod. None of the activators will work. I can't drink from any wells, fill up my waterskins, or anything. I merged my landmass with "NOM modders ress.esp". Should I have done that?

Also, don't get your hopes up, this mod is miles away from completion. So no WIP.


Thanks ^_^
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Mar 26, 2010 9:07 am

You can use http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=16 to move landmass.

I'm also having problems with implementing Neccessities of Morrowind in my mod. None of the activators will work. I can't drink from any wells, fill up my waterskins, or anything. I merged my landmass with "NOM modders ress.esp". Should I have done that?

Yes, you merged them correctly. But the resource esp is just for quickly adding the items into your mod.
You also have to have the actual NoM esp load after your mod, so that all the scripts work.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Fri Mar 26, 2010 12:17 am

You can use http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=16 to move landmass.


Yes, you merged them correctly. But the resource esp is just for quickly adding the items into your mod.
You also have to have the actual NoM esp load after your mod, so that all the scripts work.

Ah, thanks for that. I'll post back in a while.
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Fri Mar 26, 2010 8:07 am

You can use http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=16 to move landmass.


Yes, you merged them correctly. But the resource esp is just for quickly adding the items into your mod.
You also have to have the actual NoM esp load after your mod, so that all the scripts work.

If I've merged the landmass into the NoM - Resources.esp, should I also rename that esp as well?
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Fri Mar 26, 2010 7:03 am

If I've merged the landmass into the NoM - Resources.esp, should I also rename that esp as well?

You should be able to keep whatever name you want.



I haven't tested the NOM solution yet, but whenever I try to move something with TesFaith, nothing happens. If I look in the log file, it'll say;

Rule 1: Move the cell at (17, 140) to (17, 50).
----------------------------------------------------------------------------------------



TESFaith has finished. The new data has been written to TFOUT.ESP

Total CELL records found: 598
Total LAND records found: 550
Total CELL/LAND records modified or copied: 0
Total objects modified/found: 0/3743
Total Script Commands modified/Scripts found: 0/2
Total Dialog entries modified/found: 0/7


0 cells have been moved. It says at the top that my rule has worked. What's wrong? :shrug:
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Fri Mar 26, 2010 1:15 pm

You should be able to keep whatever name you want.


Thanks for your reply.
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm


Return to III - Morrowind