Player Family Faction Sensitive Disorders Community Resources Version 1.0
This is a community resource that includes a working grid for collision with the obstacle grid, triggers and scripts that activate when the player enters the area and then deactivate if they are a member of the specified faction. The script is designed so that it is provided by properties defined at the object level
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About this mod Machine translation
This is a community resource that includes a working grid for collision with the obstacle grid, triggers and scripts that activate when the player enters the area and then deactivate if they are a member of the specified faction. The script is designed so that it is provided by properties defined at the object level
Player homepage community resources
Good Player Family Adaptation Practice
- Credits to nif, texture and script makers and other assets extracted from them.
- Try to figure out if a popular mod already takes up the space you want to build. If a popular mod is in the same place or even the same cell, no one will use your mod and it will make both mods glitchy due to navmesh and other conflicts. If there are synergies, please contact the mod author about merging.
- Don't place your house on the border between cells.....Check the location in CK first.....If a mod's front door is exactly on the border of 4 cells, that means navigation for 4 cells needs to be modified and finalized.....4x compatibility issues.
- Never use vanilla assets and never make vanilla base asset changes as this will affect every item in the game. Copy it and use it.
- Skyrim has severe lighting restrictions, and there's no way around them. There are only a few shadow-casting and non-shadow-casting lights that can illuminate surfaces, and this depends in part on your FOV. After lighting up your house, you'll want to walk through each area of your home looking for twinkling lights, depending on your exterior. Areas where many light sources are visible are the worst offenders. Then you need to activate the spell Candlelight and do everything again, unless the place is so bright that you suspect someone would use Candlelight. If your lights only come on during the day, you'll want to check them during the day, too.
- If you make any horizontal height adjustments, if you can help it, don't make them near the cell borders as it will create a seam if other modifiers make changes to adjacent cells.
- Check your mods with SSEedit for field editing and ITM.....even if you are careful, CK will spawn these like crazy.
- Avoid using persistent project flags unless you really need to
- Initial bans are your friend.....don't remove vanilla items, especially base items.
- Navmeshing is a pita, don't make changes across cell boundaries as this is a disaster in terms of compatibility
- Keep your houses as centralized as possible.....don't make changes outside of your cells unless they are really convincing.....your world edit will probably break other people's mods and be a nightmare to completely fix the problem
- Don't use Guard NPCs to restrict access to the home...they require scripts to control them, and those scripts rarely do it properly.
- Adding a key that you need to find can be equally problematic, as you can't just put it somewhere in the world because that would be risky. Another mod can load something in the same area and send it. Another mod can move the object it's sitting on. Depending on how the mesh is loaded the object may just land on the floor or fall off the ground when the NPC walks over it. Maybe the best way would be to set up a hitbox in front of the door, with a script checking if the player meets certain requirements before disabling it.........this would require knowing the Papyrus script and aliasing to set up your CK to use the script.....that's too complicated :(
- If you have windows, consider making them transparent and creating a fake facade on the outside. Then use an external emission mask to add daylight hours, but keep the source point outside.
- Instant fast travel is not allowed. Usually keep map markers hidden until discovered. It's easy to create a book or note, and markers will appear as you read. Include the COC mark and provide COC instructions in the mod description for people who want to evaluate the mod.
- Don't change the landscape height in place of your home (or any ce …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.