Skyrim

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DavidJCobb

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DavidJCobb

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273 comments

  1. DaughertyUSMC
    DaughertyUSMC
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    • 8 kudos
    possible for an SE/AE version?
    1. kamikad3e123
      kamikad3e123
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      • 8 kudos
      bump
  2. Laccza
    Laccza
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    • 1 kudos
    Dear DavidJCobb,

    I just started up with your mod (still a lot to learn and practice), but I already find it fantastic, so thank you very much, good sir, for this beautiful job!

    I have a question:

    My intention is to use 'Atronach Crossing' and this mod to build an outpost for 'Sokco's Guild Starter'.

    Now, I already built a 'Farmhouse 5', and I wanted to build more of 'Farmhouse 5', because the guild starter mod allows us to recruit 10 members,
    and I don't want to squeeze all of them into one house (that would be cruel).
    (I know, I could build a really big house, but the landscape at and around the spot I choose, goes better with more small houses.)

    I received an on-screen message, saying that I already built that building.

    Does it mean, that we can build ONLY ONE instance of every house, you implemented into your mod?

    Or did I do something wrong?

    Thank you very much for your help!
  3. LorisNexus
    LorisNexus
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    Is there a good alternative to this mod for Skyrim Special Edition (the latest version, 1.6.640)? I have Jaxonz Positioner but it doesn’t allow to select and move multiple objects at once.
  4. Aryto
    Aryto
    • supporter
    • 6 kudos
    BEST!!
    but, only one feature is missing.. If I can take the object into my inventory..
  5. shreduhsoreus
    shreduhsoreus
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    • 3 kudos
    I once spent 2 hours making a full table setting with food and drink using the vanilla placement system. It was agonizing and the entire time I was wishing there was a housing editor similar to ESO.

    Little did I know, there was. You are a god among men lol. 
    1. shreduhsoreus
      shreduhsoreus
      • supporter
      • 3 kudos
      One issue I'm having is that clutter items don't like to stay put. Tankards, wooden bowls/plates, etc. I can place them fine, but once the cell reloads they are moved down a few units clipping into whatever table they're on. Selecting them moves them down a few more. I move them back, hoping they'll stick, but most of them don't. Except for one wooden plate, that one does exactly what I want it to lol.
  6. Cenosa
    Cenosa
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    • 4 kudos
    I don't know how I played Skyrim without Cobb Positioner in the past—with the addition of Atronach Crossing, it feels like I'm playing The Sims in Skyrim. I've always turned to custom player houses in the past to make up for most of the lackluster housing options in Skyrim, but it's SO much fun to be able to turn a house into something entirely new! I was shocked when I placed down a bed, and an NPC actually used it. I had wanted to turn one of the Hearthfire homes into a guild hall in the past, but I was a little disheartened when I realized there weren't enough beds to allow for that. Though, thanks to Cobb Positioner, that's actually a possibility now! ;_;) <3

    Thank you for your genius. I'm really happy I was able to come across your mod!
  7. Mookeylama
    Mookeylama
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    • 88 kudos
    if i recall, i read awhile back that this has a way to add a collision box or navcut to an object. is that true? i have a table added by a mod, and i like where it's at. but npcs always walk into it. would this mod help w/ that (along w/ all it's other great features too of course)?
    1. DavidJCobb
      DavidJCobb
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      The mod has a feature for adding NAVCUT to selected objects, yes. It's been a long time since I've worked on CobbPos, and I don't have time to check right now, but I believe it's in the "Tools" section of the MCM.
  8. Babella
    Babella
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    • 0 kudos
    NM
  9. Teruke
    Teruke
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    • 5 kudos
    recalling items... well in my case a particular item, some candles on a plate, seems to be placed randomly in the cell and not at my location.

    can you also explain what setting a snap target does...

    in regards to the candles i'm trying to place... on a table, i can't seem to figure out how exactly to position them, i know i can set grid snapping to be 1 for finer movement, but... i still seem to place them either inside the table or above it.
    1. DavidJCobb
      DavidJCobb
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      can you also explain what setting a snap target does...
      It allows you to take rotation into account when snapping things to a grid.

      For example, a building placed outdoors may be rotated at a weird angle. If you need to move something relative to that building's angle, rather than relative to the world coordinates, then setting the building as your "snap target" will allow you to do that.

      in regards to the candles i'm trying to place...
      Can you provide me with a screenshot or two, to help me see the situation? Feel free to annotate or draw on the screenshots if that helps you convey what's going on.
    2. Teruke
      Teruke
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      https://media.discordapp.net/attachments/717649608469381173/786451857483628584/2nd.png?width=824&height=464
      https://media.discordapp.net/attachments/717649608469381173/786451810729852948/1st.png?width=824&height=464

      kind of like that, the first screen is where the candles were dropped after storing and removing them from inventory 
      the second one is me trying to place them on a table... i think i got the best result... but still not sure... would it be possible to somehow get an idea of how many units the table is... like height, width, length? and the height, width, length of the object selected... and do collision frames (hit boxes) fit the objects or are they bigger and simpler forms... i dunno i just have no sense of where i am whenever i try to move and place things
    3. DavidJCobb
      DavidJCobb
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      Ah, now I understand.

      There's no tool for measuring object sizes. That second screenshot looks like a good result, but if it's not good enough, you could try the Send to Cursor function, which uses object collisions. You'll want to make sure that the "Send to Cursor uses snaps" option in the MCM is turned off, and you may want to save before trying.
  10. tnimick
    tnimick
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    • 1 kudos
    I have a miner problem this mod interferes with Vampire - Superhuman - Jumping Ability causing it not to jump high any ideal how to fix it
    1. DavidJCobb
      DavidJCobb
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      Yeah, unfortunately this is an incompatibility. CobbPos has a feature to disable jumping while in edit mode, to make things easier for gamepad users. However, Skyrim doesn't offer scripts the ability to actually disable jumping; we can only set the player's jump height to zero, and then change it back. But what do we change it back to? Well, the only safe option is the default height.

      I may have to see if I can figure out a more direct way to disable jumping, without having to rely on changing the jump height. I've been working on an update to Cobb Positioner for a month or two now, but motivation is hard; I've had to switch to another project as a way of taking a break for a little while.
    2. OutlawShark
      OutlawShark
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      Can the fjumpheightmin setting be changed to permanent? That's a question. Not an answer. I'm not a modder.Thanks for your wonderful mod! Endorsed and Kudos Mr. Cobb!
    3. DavidJCobb
      DavidJCobb
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      Currently, one would have to either edit Cobb Positioner's scripts (to never touch the setting at all), or use the SetGS (name) (value) console command to change the setting to one's desired value. I believe the default height is 76, so I expect that'd be SetGS fJumpHeightMin 76.