

- #Skyrim sseedit how to flag cell as player home mod
- #Skyrim sseedit how to flag cell as player home mods
#Skyrim sseedit how to flag cell as player home mod
Base Mod (Whiterun): This mod defines a change location node called "MyQuestNode".
#Skyrim sseedit how to flag cell as player home mods
So, the description of the mods and what they do: The tests were done in Skyrim SE 1.6.353, but I know the results are the same in older versions, because this is an issue I found on a real mod long long ago (in 2018 I think,) where that mod was destroying a certain Dawnguard minor content (and it still does.) None of the mods overwrite vanilla records. Even if only the 4th is relevant, it would be wise to do the 5 of them in ascending order to do a proper verification. The attached file SMQN_TEST contains 4 mods that I will describe and which are simple enough to be checked quickly in CK or SSEEdit.Īfter that, the 5 test cases to prove my point. Two mods intentionally changing these values are going to have an unpredictable outcome on the game. Thus, NAM0 and NAM9 are confirmed to be exempt from the Rule of One and conflict management becomes a very complicated issue with these.

This lag happened DESPITE the fact that at least 10 other mods loaded AFTER the accidentally edited one and reverted these values back to vanilla.

This ended up producing a massive amount of stutter as the game was attempting to load LOD assets for an area 10x the normal size. Thus telling the game that Tamriel was a great deal larger than it should be. Tamriel should universally have NAM0 settings of -57X and -43Y with NAM9 settings of +62X and +51Y.Īn accident in the CK caused one of my mods to get the NAM0 Y value changed to -6115 and the NAM9 X value to be changed to 6113. The Object Bounds section has NAM0 (minimum) and NAM1 (maximum) values which represent how large a worldspace should be. In a worldspace, there is a section for Object Bounds. Due to a freak CK accident, a record that ignores the Rule of One has been located.
