Blackspine18859 Posted May 8 Share Posted May 8 I play on 1.5.97, never upgraded. Been working on a mod, and when I load it in the CK via MO2, saving the file results in some of my perks not functioning anymore. Even if I don’t change anything, just loading and saving the .esp causes the issue. does anyone have any idea what could be causing this? Link to comment Share on other sites More sharing options...
scorrp10 Posted May 8 Share Posted May 8 Open your mod in SSEEdit and check the version in the header of your .esp Link to comment Share on other sites More sharing options...
Blackspine18859 Posted May 8 Author Share Posted May 8 Thanks for the reply. I’ll do that when I get home from work. What am I looking for exactly as far as a problem, and how would I fix it? The CK is foreign to me. I’ve done almost all of my editing using Xedit up to this point. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 8 Share Posted May 8 Test on a new clean game that has not seen your mod to ensure that the Creation Kit is truly screwing with your plugin. Certain changes will not be reflected in an existing game due to the previous data being stored in the save file. Data in the save file always gets priority over anything else. Link to comment Share on other sites More sharing options...
Blackspine18859 Posted May 8 Author Share Posted May 8 I tried that. Unfortunately, that's not the issue. My header version is 1.70, same as the rest of the mods I use. It's baffling. Link to comment Share on other sites More sharing options...
Blackspine18859 Posted May 10 Author Share Posted May 10 For anyone who reads this and has a similar issue (unlikely), I found a workaround: Create a new .esp in Xedit using your mod as a master, including whatever data is needed to accomplish the CK related functions you need. In my case, I needed to make a quest to distribute a perk to the player. Load up the NEW .esp in the CK and make the changes you want. (Create the quest, for example). Save and exit. Go back to Xedit and copy the quest (or whatever you did) into your main mod. Be sure to move any source/scripts folders into your main mod. Delete the .esp you made for the CK editing, and test to make sure everything works. That did it for me. Link to comment Share on other sites More sharing options...
scorrp10 Posted May 10 Share Posted May 10 Are you aware of a compare function in xEdit? In your SSE Data folder, create an extra copy of your .esp file before it igets opened in CK. Say, if it MyMod.esp, just select it, Ctrl+C, Ctrl+V, this should create MyMod - Copy.esp In CK, load the MyMod - Copy.esp, save, exit. Launch xEdit, locate MyMod.esp. Right-click its name, select Compare To..., locate and select MyMod - Copy.esp. It will load it at same index as the original mod. You can open up various categories of forms to look for discrepancies. Any forms in green are identical. Yellow or red indicates a change. Here I created a copy of Bards.esp (at index 6E), opened it in CK, slightly edited one of Armor forms, and saved. As you can see, xEdit highlights in yellow the differences in File Header, and also shows in yellow the Bard1_Shoes which I edited. Link to comment Share on other sites More sharing options...
Blackspine18859 Posted May 12 Author Share Posted May 12 I was aware of that feature, but I didn’t consider using it in the way you described to see if the CK made changes to my mod. I’ll have to do that. Thanks for the suggestion. Link to comment Share on other sites More sharing options...
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