XMarker crashing

Post » Mon Jun 27, 2011 11:08 am

Hi all, I'm pretty new to modding so I'm trying to find my way around the TES Construction set. And I hit a problem I can't solve.
Basically I want to make a teleport spell to teleport me to a specific location in the world (in my case the master bed room of
the Shadowcrest Vineyard house). I already managed to make a spell (which says 'Hello World'to the player when cast)
so that part works fine. However, when I select shadowcrest vineyard and also select and activate my own mod I now
want to create an XMarker to mark the location of where to teleport the player. So I drag and drop an XMarker in that
bed room and press 'f'' to fix it on the ground. I edit the xmarker to give it a more sensible name (0jtyTeleportMarker in
my case) and then I confirm all.

After that I try to save and exactly at this moment TES Construction set crashes. I must say that this construction set
is rather unstable and easy to crash.

What am I doing wrong? Thanks in advance,
User avatar
gary lee
 
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Post » Mon Jun 27, 2011 6:25 am

One of the important rules of modding.

Never start a reference name with a number it will confusing (an possibly crash) your mod. so change the id from 0jtyTeleportMarker to something like aaajtyTeleportMarker.
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Miguel
 
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Post » Sun Jun 26, 2011 10:12 pm

One of the important rules of modding.

Never start a reference name with a number it will confusing (an possibly crash) your mod. so change the id from 0jtyTeleportMarker to something like aaajtyTeleportMarker.


Yes I also considered that so I tried it but it didn't help. I now use 'jtyTeleportMarker' and it still crashes.

Any other ideas about what could be wrong?
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Mrs. Patton
 
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Post » Mon Jun 27, 2011 10:24 am

Hmm, If I add the same marker in Aleswell Inn it works fine. So why can't I add markers in a location from another mod?
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Lyndsey Bird
 
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Post » Mon Jun 27, 2011 4:04 am

ahh....the cell you are adding it to is from another mod? If so, you'd have to have that mod as a parent of yours.....

So that either going to take you using the Construction Set extender (with OBSE) or following tihs tutorial and using Wyre bash:
http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial#ESP_Mastering
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Katey Meyer
 
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Joined: Sat Dec 30, 2006 10:14 pm

Post » Sun Jun 26, 2011 9:24 pm

ahh....the cell you are adding it to is from another mod? If so, you'd have to have that mod as a parent of yours.....

So that either going to take you using the Construction Set extender (with OBSE) or following tihs tutorial and using Wyre bash:
http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial#ESP_Mastering


Ok, then I'm going to do it differently. In addition to the teleport spell I'm going to
give the player an object that he can drop somewhere. The teleport spell will teleport
the player back to where the object was dropped.

My only question then is: how do I make sure that when I drop some specific object
then that object is never removed/cleaned up when the cell is refreshed or something?

Thanks for the replies
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Matt Terry
 
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Post » Sun Jun 26, 2011 10:01 pm

My only question then is: how do I make sure that when I drop some specific object
then that object is never removed/cleaned up when the cell is refreshed or something?


Make it a quest item. :)

Edit: Well, once dropped, that is, of course.
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Jamie Moysey
 
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Post » Mon Jun 27, 2011 3:11 am

Make it a quest item. :)

Edit: Well, once dropped, that is, of course.


And then back to normal when picking it up (to put it at another location)?
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OTTO
 
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Post » Mon Jun 27, 2011 5:20 am

Check this wiki article out. I use the dead marker rat method myself.

http://cs.elderscrolls.com/constwiki/index.php/Teleport_Recall
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casey macmillan
 
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