Difference between revisions of "Door Markers - Connecting One or More Doors Between Cells"

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imported>Computwitch
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imported>Computwitch
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(added 8/4/2006 by a different wikki user)  
(added 8/4/2006 by a different wikki user)  


After 3 days of fignting the construction set, I finally found out that you CANNOT directly link together doors to create teleportation between structures that have been created and saved in different .esp files (also referred to as plugins or mods.) You can only link doors between cells that have been created and saved as part of the existing, active .esp file, then link the door(s) from your .esp file structure(s) to door(s) placed in an existing space inside the original oblivion gameworld. (What you can see and acess with no plugins running, such as a peice of wilderness or an existing gameworld structure.)
After 3 days of fignting the construction set and looking thorough the help forums, I finally found out that you CANNOT directly link together doors to create teleportation between structures that have been created and saved in different .esp files (also referred to as plugins or mods.) You can only link doors between cells that have been created and saved as part of the existing, active .esp file, then link the door(s) from your .esp file structure(s) to the door(s) placed in an existing space inside the original oblivion gameworld. (What you can see and acess with no plugins running, such as a peice of wilderness or an existing gameworld structure such as house or a shop)


Also, you cannot add a door to your existing .esp file structure, link it to another door, then save the door addition and link as a seperate .esp file, effectivly creating a plugin to a plugin. The oblivion plugin manager programming specificly prohibits crosslinking mods or running a plugin to a plugin (to a plugin to a plugin.....)in order to maintain, as much as possible, both master file and plugin stability and compatibility.  
Also, you cannot add a door to your existing .esp file structure, link it to another door, then save the door addition and link as a seperate .esp file, effectivly creating a plugin to a plugin. The oblivion plugin manager programming specificly prohibits crosslinking mods or running a plugin to a plugin (to a plugin to a plugin.....)in order to maintain, as much as possible, both master file and plugin stability and compatibility.  


For instance, if you make or download a house mod and name it "My house 1" then at a later date make or download another house mod and name it "My house 2" then place a door in the basement of each and attempt to link them, it will not work. What will happen is when you load the mods back up in the editor, you will get several missing object errors, then several more errors stating somthing to the effect of  "myhouse 1 is not a previous, unique object. previous object is type CELL.  myhouse1 will be renamed myhouse1COPY001. continue playing? Yes/No/Yes to all". This error will appear between 2 and 4 times, listing both of the mods you linked and then listing the doors you tried to link. If you try to play the mods the game will either crash on startup or ignore the doors you created.  
For instance, if you make or download a house mod and name it "My house 1" and add a spare door to it that goes nowhere, then at a later date make or download another house mod and name it "My house 2", and make a spare door to it going nowhere, then load up either of the house mods as the active file and attempt to link the two doors together with a teleport marker, it will not work. What will happen is when you load the mods back up in the editor, you will get several missing object errors, then several more errors stating somthing to the effect of  "myhouse 1 is not a previous, unique object. previous object is type CELL.  myhouse1 will be renamed myhouse1COPY001. continue playing? Yes/No/Yes to all". This error will appear between 2 and 4 times, listing both of the mods you linked and and/orlisting the doors you tried to link. If you try to play the mods, the game will either crash on startup or ignore the doors you created.  


This problem has plauged many people who have downloded a number of house mods and then tried to link them together directly via added doors or link them to the catacomb mod that is currently available, (On August 5, 2006) at WWW.oblivionsourse.com. (Including myself.)
This problem has plauged many of the people (myself included) i have seen posting in the help forums who have downloded a number of house mods and then tried to link them together directly via added doors or link them to the catacomb mod that is currently available, (On August 5, 2006) at www.oblivionsourse.com.


There is, fortunatly, a workaround to this problem that provides a good solution without having to copy the entire .esp file you are trying to create a link to, merging it with the current one, deleting or moving the old esp file, then restoring the lost links, lighting, etc.
There is, fortunatly, a workaround to this problem that provides a good solution without having to copy the entire .esp file you are trying to create a link to, merging it with the current one, deleting or moving the old esp file, then restoring the lost links, lighting, etc.
Anonymous user