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There are variants of furniture that are only static, if you want it to be interactive in game it needs the blue-figure activator icon that comes with most of them by default. If you want vanilla, interactive furniture you can just look it up in the object window and drag it into your cell. I don't really know why you think you need to make new items if all your doing is creating a cell to fill with the vanilla stuff you like. You want some of these to be furniture, but furniture that you can activate. Okay, you want vanilla Skyrim items that you like in one cell that you access via console commands in game so that you can copy them from there to place wherever you want. Phew! A bit long winded, but I thought the more details, the better.Īnyway, can somebody please tell me what have I done wrong? Much appreciated. All my chairs and beds still give no options to sit or sleep.
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I placed the new items in my mod and tested it with no success. The rest of the window, I left as I found it, with the drop downs saying 'NONE' and nothing ticked off.
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When the model was loaded, I made sure to select from below in the 'active markers' section and 'marker entry points'. I gave the new item (a chair) an ID name and just below, I selected 'edit' by 'model' and chose my item from the mesh file. The window that opens is not the same as a static, it's much bigger, but the info read basically the same and seemed to make sense. So, I made new ones, this time, I made sure I created them in the furniture section, by right clicking and selecting 'new'.
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I unwittingly created chairs and beds as static items, which naturally don't work in the game. When I started this mod a few days ago, I didn't fully understand how a static item differs from furniture. The aim is to store all my favourite items there so I can decorate using console commands. Thanks to you, I finally understand navmeshing and how best to apply it.īack on topic, I recently created a resource mod, designed for personal use. For the first time, the Creation Kit makes sense. They've provided a wealth of help and information during this past week. After searching the forum initially with no sucess, this seemed the best place to ask.įirst, I'd like to quickly thank to the OP for your tutorials. Perhaps someone can answer a slight problem I am facing concerning resources. To use it we first open up our cell in the render window, then find our asset in the list and drag/drop onto the render window, just like any other asset you want to use.Īnd that's it, we've added our first asset Here you'll notice our fields have been filled, we can click OK again and it'll then put our asset in the list. With that done you can now click the OK button to close that screen and go back to the first one we opened. Now click open, you'll see it displayed in the Model edit screen, this is a preview of how it'll look in-game. Navigate to the Meshes/TESA/Clutter/Fishing folder, click on the FishingNet01 NIF to select it. The next part is our Model slot, click the Edit button, this opens up the model edit screen, click the Edit button at the top of this screen and we'll be asked to locate our NIF file. Give the asset a unique ID, for this I gave mine aaISFishingNet01. The first as I'm sure you know is a unique ID for our asset, the Model field points to our asset's NIF file. The only two options here we need to take interest in are the ID and Model fields.