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Modifying A Plugin Building Location And Access
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RPGDot Forums > Morrowind - General

Author Thread
southren
Village Dweller
Village Dweller




Joined: 29 Nov 2002
Posts: 3
Modifying A Plugin Building Location And Access
   

Hi everybody- I downloaded a plugin which places a building "attached" to a nearly identical looking original building in the game. The problem is that the door is immersed in the original building and although the entrance is shown on the ingame map, I can't access it. Is there a way in the editor to make the plugin the active file and add a makeshift door to the side of the new structure, or move the entire structure a few feet away? (or cell?). If there is a written formula to do this, would you advise what I should read to answer this question?
(the mod is Mar Lao) Thanks.
Post Fri Nov 29, 2002 7:27 pm
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Wrothgarr
Eager Tradesman
Eager Tradesman




Joined: 12 Jan 2003
Posts: 34
   

Ok, just follow these steps and there should be no problems (create a backup of both the esm file and your save game in case anything goes wrong):

1.open the cs
2.go to File\Data Files
3.select the mod (in this case mar_lou.esm or whatever it's filename is) and click 'set as active file'
4.in the cell window, find the cell which has the house in (gnisis right?) make sure you select both the house, the door (it's seperate from the house as it has a script) and any other things to do with the house. chimneys, signposts etc. (hold control and click them one by one)
5. move them in a place where they aren't obstructing anything
6. make sure you change as little as possible, to prevent any bugs or dirty areas
7. save, but make sure you have a backup
8. load your game and test. This way, I can't think of anything that could go wrong that can't be reversed.
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I may be green now, but i will rise to become the nest!...best!
Post Tue Jan 14, 2003 11:33 pm
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