Talk:PositionCell

Active discussions

I needed some one way load doors for the player. The standard door markers require 2 doors and I was getting NPC's showing up in areas from areas they don't even go. Even when it's impossible to reach the doors ( i put them behind walls ) This is an example of a script to put on a door, effectively making it a morrowind stlye load door. Keeps the NPC's out and uses no markers and doesn't alter the cell you go to, so theres no conflicts.


 begin OnActivate 
   if IsActionRef player == 1
     player.positioncell -260, 16, 100, 0, ChorrolHouseForSale
   endif
 end

Notes discussionEdit

However, MoveTo requires a reference, PositionCell does not. Useful if you do not want to edit the destination cell.

I'm not sure what that means - how would PositionCell edit the destination cell? On the first bit, it's suggested to use an x-marker that you've already placed in the CS - it's much easier to use an x-marker reference than the cell name and location. MoveTo is also preferred because it's less buggy.
--Haama 21:59, 6 September 2008 (EDT)

PostionCell does not edit the destination cell, that's what I was saying. Someone might not want to create a dirty cell for the sake of one X-Marker so they would want to use PositionCell. There is little doubt that MoveTo is easier to use but the suggestion is that PositionCell is more desirable should one not want to edit the destination cell.
--Antares 01:11, 7 September 2008 (EDT)
Ah, OK, I see. While it's an issue with most of Oblivion, you don't have to worry about dirty cells. Any number of mods can make edits to cells, and all will take effect. The only issue would be .esm files - it's a dangerous game to have one .esm edit another .esm.
The current note "...would rather use MoveTo" is vague and implies something is wrong with PositionCell. Until someone mentions a specific bug, we'll assume MoveTo and PositionCell are equivalent functions that use different parameters.
--Haama 09:18, 7 September 2008 (EDT)
Cheers, all I was trying to point out was that PositionCell would be the way to go if you didnt want to (for whatever reason, who knows what any modder's specific purposes may be) register an edit to the destination cell. I believe Bethesda did this with Frostcrag Spire? With the teleport pads to all the mages guilds? Even if they didnt meh, they could have limited the amount of things *changed* that way. I suppose I wasn't exactly as clear as I could have been. You put it quite nicely though. The note also implied that there was pretty much no scenario in which one would favour using PositionCell, as I could think of a situation right off the top of my head I sought to rectify the misleading information. I also realise that dirty cells aren't an issue, I was simply trying to make a point.
--Antares 09:32, 7 September 2008 (EDT)

Does not seem to work within a cellEdit

I just noticed that PositionCell does not seem to work if the to-be-moved object is already in the destination cell.

In my tests (to answer Utumno question in this Beth thread) the subject remained in the same spot. I tested trying to position the PC, an NPC and a container. The exact same line of code works if the subject is in another cell. Well, kind of: many CTDs when trying to use PositionCell on the Player Character (but only when the PC is in another cell). QQuix 13:54, 21 February 2009 (EST)

I can confirm this. When used on the player already in the destination cell, the player remains in the same position. Rather aggravating, really. I'm going to add this to the article.
--Appler 20:27, 28 February 2010 (EST)
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