I'm trying to use Cellbuilder with Alternate Start - Live Another Life.
I'd like to place a couple of spell books in the cell, to show up on each new game, but nothing seems to show up after creating character in Race Menu and choosing name.
I'm guessing this is because you don't actually enter the cell in some format?
Until you "really" start the game after the creation of your character, to say until you are in the chosen "real" Skyrim World, some mods like this are not effective at all.
What a fantastic mod. I have been playing around with it for a few days now. I do have one question though. I cannot seem to get it to load an object in exterior cells. I can get it to work fine in interior cells. But when I try to place an object say outside in the wild and start a new character, it is no longer there on the new character. Is this only good for interior cells like in a hearthfire home?
Can you export these cells into another mod...like, could I use your cellbuilder to completely decorate an empty cell/home, and then move or duplicate that cell to another esp file. Doing things in the creation kit is all well and good, but it never gives as good of a feel for the layout as you get while in the game.
I think there is a misunderstanding. Cellbuilder doesn't modify any file, it records your modifications and replays them if you re-enter a modified cell in a new game when you visit this cell for the first time. The cell change is stored in your game save after that. The CellBuilder construction plans can only replayed by the CellBuilder
Since the construction plans are simple JSON files, one per cell, you can share them with other CellBuilder users.
You can modify any cell you want but keep in mind that everything is based on recorded changes. A typical cell contains thousand of objects. CellBuilder could handle construction plans even with thousands of records, but it is not efficient. Unless you accept waiting some seconds for cell re-construction you shall limit the modifications. Designing a whole cell from ground, like adding walls, is not the use case for CellBuilder. Changing the ground needs navmesh manipulations and this can only be done with CreationKit.
BTW navmeshes - since they are not affected NPCs won't recognise objects as obstacles in their path finding behaviour. This means if you spawn objects on navmesh paths - e.g. on stairways - the NPCs will stuck in front of them instead of circumventing them. So never place objects in the middle of small areas. This also implies that even if you remove big obstacles no NPC will use the new free space for their paths - usually the navmeshes leads around of such obstacles.
No misunderstanding, I got what you meant. I was wondering if it would be possible to create a cell in a new mod, add the normal stuff to it, then open it the game and use Cellbuilder to fine tune the work that had been done, you would still have to do the majority of the work in the Creation Kit, like the navmeshing. But I am going to guess no.
Still, awesome mod, I can certainly see it being useful.
I apologize for being so late with my endorsement and comment. I absolutely love your mod, I have been using it for a long while now, and I can never switch to SSE as long as this mod is not ported (did you know that Jaxon' s positioner has at least partially been ported over to SSE?).
I have recently spent more time "Sims-ing" in Skyrim than I did playing the actual game. My catalogue grows with every mod I install, and those often lackluster decorated player homes look all nice and comfy now, thanks to your work. :)
I can't tell you how happy I am to see this exist. I have a handful of mods that although they play together nicely for the most part, end up with some object clipping throughout skyrim and although i often use jaxonz positioner to move them into a better placement, i have to do that every time i start a new game and it's annoying. This lets me fix skyrim once and never have to do it again. Thank you.
I have now got this to work OK in MO, on a new game
Not sure why I had problems, but it may be that you either need to install this first in a game with minimal other mods, or play around with the load order - not a good thing to do mid game, tho' - to get it to function if installing in an older game
You can ignore what's below, but I've left it there in case anyone has similar issues, and lands here from Google or otherwise, so that they can see that they seem to be fixable, and not fatal
Hope that helps someone :-)
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Has anyone managed to make this work with Mod Organiser?I have all the latest versions of the requirements but I can't get this to work at all
I'm not sure that all the menu options are appearing.The text that appears on selecting an item with the spell is different from what is shown in the screen pic. There are only 4 lines, not 5, the first one is missing (I have checked the translation files).I can't see any way of creating categories.
The library files etc are supposed to appear in the MO Overwrite Folder. I can't find anything in my Overwrite at all, nor can I find a folder that would seem to have the relevant data
30 comments
I'm trying to use Cellbuilder with Alternate Start - Live Another Life.
I'd like to place a couple of spell books in the cell, to show up on each new game, but nothing seems to show up after creating character in Race Menu and choosing name.
I'm guessing this is because you don't actually enter the cell in some format?
Lol I love it. Hilarious.
The cell change is stored in your game save after that.
The CellBuilder construction plans can only replayed by the CellBuilder
Since the construction plans are simple JSON files, one per cell, you can share them with other CellBuilder users.
You can modify any cell you want but keep in mind that everything is based on recorded changes. A typical cell contains thousand of objects. CellBuilder could handle construction plans even with thousands of records, but it is not efficient. Unless you accept waiting some seconds for cell re-construction you shall limit the modifications.
Designing a whole cell from ground, like adding walls, is not the use case for CellBuilder.
Changing the ground needs navmesh manipulations and this can only be done with CreationKit.
BTW navmeshes - since they are not affected NPCs won't recognise objects as obstacles in their path finding behaviour. This means if you spawn objects on navmesh paths - e.g. on stairways - the NPCs will stuck in front of them instead of circumventing them. So never place objects in the middle of small areas.
This also implies that even if you remove big obstacles no NPC will use the new free space for their paths - usually the navmeshes leads around of such obstacles.
Still, awesome mod, I can certainly see it being useful.
I have recently spent more time "Sims-ing" in Skyrim than I did playing the actual game. My catalogue grows with every mod I install, and those often lackluster decorated player homes look all nice and comfy now, thanks to your work. :)
Not sure why I had problems, but it may be that you either need to install this first in a game with minimal other mods, or play around with the load order - not a good thing to do mid game, tho' - to get it to function if installing in an older game
You can ignore what's below, but I've left it there in case anyone has similar issues, and lands here from Google or otherwise, so that they can see that they seem to be fixable, and not fatal
Hope that helps someone :-)
===============================
Has anyone managed to make this work with Mod Organiser?I have all the latest versions of the requirements but I can't get this to work at all
I'm not sure that all the menu options are appearing.The text that appears on selecting an item with the spell is different from what is shown in the screen pic. There are only 4 lines, not 5, the first one is missing (I have checked the translation files).I can't see any way of creating categories.
The library files etc are supposed to appear in the MO Overwrite Folder. I can't find anything in my Overwrite at all, nor can I find a folder that would seem to have the relevant data
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