lateral Posted March 19, 2014 Share Posted March 19, 2014 Hey guys, so Ive done very simple mods and Im no expert so apologies if this is something very simple.Im trying to change the interior in the BisonSteve Hotel. When you enter there is a blocked door that I want to use but, the issue is that it is completely inaccessible. The door will remain even if I delete or replace it with another. When I delete there is a GenericDestroyonLoad activator (an orange coloured cube in the geck) that I also delete. I even tried deleting the surrounding walls and replacing them entirely but the door still remains - I dont know why.I think there is some simple thing fix for this, but I have no idea what it could be. Many thanks for any help Link to comment Share on other sites More sharing options...
Belthan Posted March 19, 2014 Share Posted March 19, 2014 If the door is scripted or linked to an activator then it must be a persistent REF. In which case it will be included in save game data. Try loading a save from before you entered the cell containing the door. If that works, anyone who uses the mod will have the same problem if they already visited the casino. Two ways to fix that. 1) You can create a quest script with a DoOnce type condition to perform any initialization you mod requires, and in that script disable the original door's REF. 2) If the layout of the room allows it, you can just place your door slightly in front of the original door. Link to comment Share on other sites More sharing options...
lateral Posted March 19, 2014 Author Share Posted March 19, 2014 (edited) If the door is scripted or linked to an activator then it must be a persistent REF. In which case it will be included in save game data. Try loading a save from before you entered the cell containing the door. If that works, anyone who uses the mod will have the same problem if they already visited the casino. Two ways to fix that. 1) You can create a quest script with a DoOnce type condition to perform any initialization you mod requires, and in that script disable the original door's REF. 2) If the layout of the room allows it, you can just place your door slightly in front of the original door.Thanks for replying.So, if I untick the persistent box for the activator will this reverse it or, once its done it cannot be undone (unless via the condition you mentioned)? Also, do you know why deleting the door or the activator has no effect? Is it because its persistent? Edited March 19, 2014 by lateral Link to comment Share on other sites More sharing options...
Belthan Posted March 20, 2014 Share Posted March 20, 2014 EDIT: I did some more testing and confirmed my original theory. I made an ESP that deletes the inaccessible door in Bison Steve and loaded a save game from when I had never been there. Went inside and the door was missing, as expected. Then I loaded a save game when I had been there before, and the door was present. So yes, it appears the persistent REF is getting stored in the save game, which takes precedence over the fact that your ESP deletes it. Unticking the Persistent box before deleting the door has no effect, because the REF is already stored in your save game. Link to comment Share on other sites More sharing options...
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