TheHavok Posted February 2, 2014 Share Posted February 2, 2014 Hi guys, even though I played around with the CS in the past quite a while, my last a tempt was so disastrous that I ended up having to reinstall the game in a different folder. I don't really understand how I managed to do that, since I didn't edit anything and barely got beyond remembering the controls. Maybe something with the path grid I say.Anyway, like the title says, I'm thinking about modifying a mod in order to add a little more content. Mainly beds, a lot of beds... There's already space, so that won't be a problem. My main question is: how can I do this in a way that, if I screw up, I won't need to reinstall the game in a different folder? Last time I couldn't even get to the loading screen at startup whenever I had the mod I tried to edit active. Even more strange was that not even replacing the altered version of the mod by a unmodified one worked. Heck, I even went as far as erasing all .config files for the mods and such, but to no avail. So as you might understand, I don't really look forward to screw up like this again... Thus, I ask for pointers on how to proceed. Can I create a mod that modifies the original mod without really editing it? Or is there a safe way to edit the mod and replace it by the original version if something goes wrong? Thanks in advance Link to comment Share on other sites More sharing options...
IkeCoast Posted February 2, 2014 Share Posted February 2, 2014 Hello, TheHavok! I quite don't understand what you did to screw up your GAME so bad that you had to reinstall the whole Oblivion simply because you changed something in a MOD... ... unless you set the Oblivion.esm as the ACTIVE FILE. Never do that! When a mod destroys your game, the usual procedure is deleting the mod and all its files, and then loading a savegame from before installing the mod. If the game doesn't start well, delete Oblivion.ini (the one in your games folder, not the one in the installation folder) and letting the game generate a fresh one. The safe way for modifying an existing mod is: Make a backup of the mod's esp. Store it in a safe place. When loading the CS, never, and I do mean NEVER, make the Oblivion.esm active. Make active the esp from the mod you want to modify. Meddle all you want, save the changes often. Test it in-game every once in a while to see if you're on the correct way. By the way, when for some reason you need to uninstall the game, first of all uninstall all the mods, OBSE, OBMM, utilities, et al, and then use the game own uninstaller. Do not go commando manually deleting folders. Once finished uninstalling, run a hard drive cleaner utility (like CCLeaner) AND a Registry Cleaner utility (again, like CCLeaner). Could you detail a little more the steps you did when trying to edit the mod that obliterated your game? Cheers! Link to comment Share on other sites More sharing options...
TheHavok Posted February 2, 2014 Author Share Posted February 2, 2014 Thanks for your quick reply, IkeCoast. I've documented it here: http://forums.nexusmods.com/index.php?/topic/1360156-battlehorncastleenhanced-game-crash/&do=findComment&comment=11494306Although I have some experience modding games, most of what I do revolves around settings, configurations and text files. I liked the CS when I first middled with it, around two years ago, but it was clear that it would takes months for me to master it. So I took baby steps, changing simple things. Upgrading the houses, adding a few cels. Then floors. Then guest bedrooms. And when it started to look like Taj Mahal I thought it was time to begin moving into more deep changes. But then gave up on the game for a while and I forgot pretty much all I learned (including the active Oblivion.esp file). Back in that thread, my sister ended up giving me a definitive solution. Although I had the same load order on the OBMM, something must have been wrong. And like I stated, reloading a previous version of the mod would pretty much ruin my entire game of 60+ hours. Luckily, she is a skilled programmer and is used to things going wrong. Anyway, I'll try to do what you recommended. If somehow I end up screwing things up, I'll know how to fix them. Btw, playing around with the CM Partners is so much fun. Having around 70 guests in a castle that already has around 35 residents is quite entertaining. Specially when they seem to be related to Attila the Hun, since they tend to loot the flesh out of people's bones... No locked display case can survive them, that's for sure :PHence, I'm gonna move them into the towers so they can drive each other nuts instead of me. Link to comment Share on other sites More sharing options...
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