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

imported>Computwitch
imported>Computwitch
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Also, you cannot add a room containing a door to your existing .esp file structure, link it's door to an unused door in your existing structure, then save the room addition and teleport 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 room containing a door to your existing .esp file structure, link it's door to an unused door in your existing structure, then save the room addition and teleport 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/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.  


This problem has plagued 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 [http://www.oblivionsource.com www.oblivionsource.com].
This problem has plagued 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 [http://www.oblivionsource.com www.oblivionsource.com].


There is, fortunatly, a [http://cs.elderscrolls.com/constwiki/index.php/.esp_crosslinking_solutions 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. (see note at end of workaround section)
There is, fortunatly, a [http://cs.elderscrolls.com/constwiki/index.php/.esp_crosslinking_solutions 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 an [http://cs.elderscrolls.com/constwiki/index.php/Questions#Merging_Plugins Article in the questions section] concerning the actual merging together of mods which may be of interest to people who would rather merge the .esp files of the houses they are trying to connect together to create a single mod, making direct linking of the doors possible, rather than try to implement a workaround solution such as the one linked to here.
 


For information on how to add a room to your existing .exp file (mod) without crosslinking it, go [http://cs.elderscrolls.com/constwiki/index.php/Copying_rooms_and_adding_them_to_your_plugin HERE]
For information on how to add a room to your existing .exp file (mod) without crosslinking it, go [http://cs.elderscrolls.com/constwiki/index.php/Copying_rooms_and_adding_them_to_your_plugin HERE]


NOTE: There is an [http://cs.elderscrolls.com/constwiki/index.php/Questions#Merging_Plugins Article in the questions section] concerning the actual merging together of mods which may be of interest to people who would rather merge the .esp files of the houses they are trying to connect together to create a single mod, making direct linking of the doors possible, rather than try to implement a workaround solution such as the one linked to here.


[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Interior_Building_Tutorials]]
[[Category:Interior_Building_Tutorials]]
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