Determing cell refs. - by Jordana
Jordana Chal on 14/10/2002 at 01:15
Does anyone know how to use the editor to determine the coordinates for a particular area, like if I wanted to use the console to move a person who has got stuck :erg:
Forsythe on 14/10/2002 at 01:30
I suppose you could always drag a random object around until you have it where you'd like the person to appear, and then look at its details, or properties, or whatever that screen is called. The coordinates should show up in there ;)
Jordana Chal on 14/10/2002 at 02:06
I've tried looking at unique items just as examples, I can't see their coordinates anywhere in their details screens.....I'd just like to move someone to Arille's tradehouse (or somewhere nearby) I don't suppose you know the right coordinates to use? :)
If you want to know, it's my stupid slave again, he's got well and truly stuck in my house in Seyda Neen and I can't get him freed no matter what I do-I've tried the reset actors and all that but it just creates a replica of him :erg:
*sigh* Why does the editor have to be so user-hostile?
Forsythe on 14/10/2002 at 02:14
Hmm... you mean their details screen you get from doing 'Edit' on them in the left-hand panel, or from whatever key/click combo it takes to get details on 'em in the upper-right panel? It's the upper-right one you want to do it from. (I'm at work [yeah, I know], or I'd be more explicit)
Kilana on 14/10/2002 at 02:56
Quote:
Originally posted by Jordana Chal I've tried looking at unique items just as examples, I can't see their coordinates anywhere in their details screens.....I'd just like to move someone to Arille's tradehouse (or somewhere nearby) I don't suppose you know the right coordinates to use? :)
If you want to know, it's my stupid slave again, he's got well and truly stuck in my house in Seyda Neen and I can't get him freed no matter what I do-I've tried the reset actors and all that but it just creates a replica of him :erg:
*sigh* Why does the editor have to be so user-hostile? Why don't you just put down a copy of him and disable the original one, the position at cell command takes alot more work...
Jordana Chal on 15/10/2002 at 00:59
I may have to do that, actually-I think I've found the details window that Forsythe mentioned, so I'm going to have another go at moving him-but there is something wrong with the replica version-for reasons unknown to me, it doesn't have most of the slave dialogue options, so he can't be ordered to follow me around or anything-weird.
If I can't sort it out I might just wipe the plugin and reload it.
Thanks for your help anyway guys :D
Forsythe on 18/10/2002 at 08:29
How'd this turn out anyway, Jordana? Oh, and I suspect the reason his clone wouldn't obey you is likely because slaves default to an 'unowned' status. If the mod in question uses the same format as the game, this might work:
set "objectID".SlaveStatus 2
Jordana Chal on 18/10/2002 at 19:57
Aahhh, I tried moving him loads of times-I managed to do what you suggested and drag some random objects to certain locations, noted their coordinates and then moved him to the same coordinates, and he disappeared from where he was stuck but for some reason he never appeared where he was supposed to :confused:
So, I just wiped the plugin and started from scratch. Next time I won't let him "wander" around the edge of my swimming pool :)
Anywaayyyyy...thanks for all the suggestions. Mr Book of Knowledge :)
Kilana on 18/10/2002 at 23:19
You didn't have to do that... you could have told your slave to follow you, then in the console turn off clipping (tcl)... then it will just walk through whatever the object was and you can go to the nearest door to the outside. Just be sure to turn the clipping back on, cause the game can really get messed up if you leave it on for a while... npc's inside statics, buildings, etc...
Jordana Chal on 18/10/2002 at 23:27
OK, I'll keep that in mind in case it happens again (and it probably will) Thanks, Ms Book of Knowledge :thumb: