Skyrim Special Edition
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hxhunter15

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hxhunter15

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27 comments

  1. opomrls
    opomrls
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    Not 100% certain if your still updating or somehow im getting a mod conflict, but it seems like the portals are overwriting each other and are deleting but still using up a space, so say I make a portal to mizcheleif (vanillia dwemer dungeon) and then would go to dawnstar and make a portal there, there would be a off chance the portals would just overwrite each other and one would get deleted but still use 1 of the 36 slots.
    1. masterjefff
      masterjefff
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      I have the same problem. I'm using 12 slots, but in conjured space there are only 5 doors. I can't access the other places. (P.S.: I used google translator, I hope it is possible to understand)
    2. jano01
      jano01
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      I have exactly the same problem for some reason some of the portals just dissapear but i according to the game i am still using their slots
    3. WhenImBoredIDownload
      WhenImBoredIDownload
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      Same.
    4. ayumutama
      ayumutama
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      Likewise. However, I was curious about this issue, so I looked at my save data and script status. As a result, I found that the Bool values of "IsActive_var" for each door managed by "hxnendoorscript.pex" were all initialized at some point. I couldn't tell when this "some point" was, but I couldn't find any problem other than the initialization of the Bool values. So I removed the doors in the order they were created, and then summoned them again, so that they were in the same state as their previous normal Bool values. This solved the problem and the new doors were created correctly. I don't know if this problem will recur, but at least the mod hasn't been updated in a long time, so this solution may help.
    5. TheSilverSmith
      TheSilverSmith
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      Hi, I'm currently having this issue as well. Would it be possible for you to post a video of what you did? Did you make any alterations to the code? Or did you simply close all of your portals and then resummon them? How did you close the portals that were overwritten? If a video isn't possible, could you write a step-by-step guide?
    6. ayumutama
      ayumutama
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      @TheSilverSmith
      I seem to have kept you waiting for quite some time without noticing your reply. You may no longer need help, but I would like to elaborate on this problem.

      Did you make any alterations to the code?

      No. I haven't edited the script in solving the problem. I just read only the "hxnendoorscript.pex" to find out where the problem.

      Did you simply close all of your portals and then resummon them?

      Ah, instead of "simply close all" you need to close the doors one by one in the same order as you opened them.
      I will explain the detailed steps at the end line.

      How did you close the portals that were overwritten?

      If a problem occurs and the door is overwritten, the solution I found may no longer be valid. It was a long time ago so I don't remember much, but if you want to solve this problem, as soon as you confirm that the door will be overwritten, immediately load the previous save data from before the door was overwritten and deal with the problem. Otherwise, the door's management flag would have been messed up and it would have been impossible to deal with it.

      Step by step:
      As an example, let's say you opened the doors in your own save data in the order "Whiterun" -> "Winterhold" -> "Riften".

      Step 1:
      If you try to open a door at a new location and see that the door has been overwritten, immediately load the saved data before it was "overwritten" to address the problem.

      Step 2:
      After loading the past savedata, close the doors using the "Hide and Seek - Close" spell in the order in which the doors were created. To illustrate this with an example, the order is ["Whiterun" -> "Winterhold" -> "Riften"].
      NOTE: Or maybe it was the order in which they were created last. ["Riften" -> "Winterhold" -> "Whiterun"]

      Step 3:
      Once all doors are closed, use the "Hide and Seek - Summon" spell to reopen the doors in the same order you opened them in your save data. : Let me write down an example of the order in which they are opened, just in case. ["Whiterun" -> "Winterhold" -> "Riften"]

      The order of closing and opening is important, and I need to remember what order the doors were opened during my skyrim play. It's tedious, though.
      After doing this step, opening the door in a completely different location should work fine. By completing this steps, the status of the boolean flag recorded in the management script seems to return to normal.
  2. CAEDMON1
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    I can't use the spells with max spell absorption.
  3. EstienneVernersen
    EstienneVernersen
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    Exactly what I'm looking for. Thanks!
  4. boslog
    boslog
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    I went out of Whiterun.. got ambushed by a gargoyle because of auriels bow eclipse then got attacked by a dragon and after that challenged some guards to a duel. It took me more than 5 mins to kill them all and decided to run/walk towards riften but still no ice specter thingy that showed up
  5. darroughgt
    darroughgt
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    Damn, deadass a competitor for the top teleport nework mod. In fact, I think you have even more than the japanese one does. Hell yes I will download this bruh
  6. AlucardHellsing243
    AlucardHellsing243
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    It looks like a very cool mod, the only thing you should really improve it the labeling of the door's, when there are 36 dors labeled as "Skyrim" I will not be able to know which one is the one I search for
    1. hxhunter15
      hxhunter15
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      Yeah that's why I recommend putting the portals inside interiors instead
    2. AlucardHellsing243
      AlucardHellsing243
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      Yee but I won't be such a handsome anime boi and use them to escape fights and kill enemies while trapping them between dimensions

      Edit: so I tested the mod and it is very fun you should not create a portal thingy on the floor when you use the access spell and the thing with right labeling other then that the mod is pretty awesome and works like intended :D
    3. hxhunter15
      hxhunter15
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      Glad you liked it :) About the doors being labelled as skyrim, I found this mod called Unique Region Names. That mod works well with this mod

      https://www.nexusmods.com/skyrimspecialedition/mods/11750
    4. AlucardHellsing243
      AlucardHellsing243
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      that would be a perfect solution for someone who is not restricted to 253 esps, I use merged patches T_T ... I cannot surpass this limit until the creators of SSEdit find any solution to work with esl files and lite-esps
    5. rik2236
      rik2236
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      i use lazy renamer to rename each door. or can use jaxonz renamer.
    6. AlucardHellsing243
      AlucardHellsing243
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      @rik I don't think you quite get it, I have a limit of 253 esps which is already completely full this limit is not the normal esp limit of Skyrim it is limited by TES5Edit because TES5Edit does not support esl files in merged patches, if I would want to use this mod and another mod which marks the door by the right name I would have to choose my merged patch which is obviously important for me or a little funny mod with an extra esp, no offense on this point but the other mods I use are essential to my game that's why I cannot just kick something out either, anyways thanks for the effort guys!

      Edit: I got rid of my merged patches, no issues since and I use tons of mods I use like 304 esps from which which around 60 esps are converted to esl's hehe
  7. idiot5k
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    are you planning on adding other spells based on hunter x hunter (for example emperor time)? would be cool to see that.also it would be cool if we could use these spells offensively, shreding opponents in half by having the other half teleported somewhere else like in the series
    1. hxhunter15
      hxhunter15
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      I originally thought of it but decided no to do it since it's too complicated for me lol
  8. Atrius
    Atrius
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    Well, looks like I'm never using regular fast travel again. This is an awesome idea, hxhunter15, thank you!
  9. TiberiusAurelianus
    TiberiusAurelianus
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    Hi,
    very interesting, is it working also with new worldspaces, like BSBruma, Falskaar etc?

    Thx
    1. hxhunter15
      hxhunter15
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      Yes it works wherever you want
  10. User_57218227
    User_57218227
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    Very interesting...Very...Interesting.