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

imported>Computwitch
imported>Computwitch
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After 3 days of fighting 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 access with no plugins running, such as a piece of wilderness or an existing gameworld structure such as a house, shop, or cave/dungeon/ruins)
After 3 days of fighting 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 access with no plugins running, such as a piece of wilderness or an existing gameworld structure such as a house, shop, or cave/dungeon/ruins)


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 a room containing door to your existing .esp file structure, link it to an unused door in your existing structure, 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" 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 add 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/or 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 add 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/or 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.  
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