Renamed interior cell has no exit door!
Posted: Mon Mar 24, 2014 3:12 pm
Hello, everyone! Once again, I'm having trouble with the Construction Set causing unexpected side-effects in-game. This time, I decided to replace Arrille with a custom (albeit not-too-detailed) character. After doing so, I figured I'd edit the dialogue around Seyda Neen to match, and finally rename the cell "Seyda Neen, Arrille's Tradehouse." After having done so, I tried to enter the new cell in-game - all went fine there. But when I turned around to exit, the door was missing!
After playing around in the editor to figure out what was going on, I noticed two things: one, that the missing door still showed up on the render window, and two, that the cell "Seyda Neen, Arrille's Tradehouse" still existed (alongside the cell that replaced it). While the door on the building (outside, in Seyda Neen itself) itself led to the new cell, the Static DoorMarker was still linked to the door from the old cell. Furthermore, for some reason, I couldn't edit this, since when I was on the window to edit the Doormarker, everything below reference data (except the options related to positioning and stuff) was grayed-out.
I was finally able to delete the Static DoorMarker that was associated with the old cell's exit door by un-checking the "teleport" box, revealing a similar DoorMarker that referenced the new cell directly underneath the DoorMarker I had just deleted. However, upon entering the new cell in-game to see if this fixed the problem, I still didn't see the missing door.
Now, fresh out of ideas on how to fix this problem, here I am asking for help.
After playing around in the editor to figure out what was going on, I noticed two things: one, that the missing door still showed up on the render window, and two, that the cell "Seyda Neen, Arrille's Tradehouse" still existed (alongside the cell that replaced it). While the door on the building (outside, in Seyda Neen itself) itself led to the new cell, the Static DoorMarker was still linked to the door from the old cell. Furthermore, for some reason, I couldn't edit this, since when I was on the window to edit the Doormarker, everything below reference data (except the options related to positioning and stuff) was grayed-out.
I was finally able to delete the Static DoorMarker that was associated with the old cell's exit door by un-checking the "teleport" box, revealing a similar DoorMarker that referenced the new cell directly underneath the DoorMarker I had just deleted. However, upon entering the new cell in-game to see if this fixed the problem, I still didn't see the missing door.
Now, fresh out of ideas on how to fix this problem, here I am asking for help.