ub3rman123 Posted December 14, 2009 Share Posted December 14, 2009 I'm almost done with my mod now, and my computer is still determined to stop me after a year. I've got some odd bug going on with the mod where random objects from other cells are showing up in cell I've made, and they disappear from the original cell. It started small, a bedroll from Aleswell. Now a chunk of the Imperial Library shows up in the trophy hall and the doorway from Arvena Thelas's basement has moved to the mines. I'm worried about breaking the game with this by accident, and the objects seem to be moving themselves to my cells. Has this happened to anyone else or does anyone know how to fix it?-Sal Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 14, 2009 Share Posted December 14, 2009 Best advice I can give is to check the original locations to see if objects are missing. Stuff like this can happen rather often if you use cut and paste from other cells to build your cell, and can happen fairly often if you aren't paying attention. First, make a backup of your mod since this process can be easy to screw up. To undo the problem, first you need to go to your cell, look in the cell objects window, and remove anything that has a 00 starting number. Objects in this window with a 00 starting number are the actual placed references from vanilla cells. Just delete them. Next, open up your plugin within TES4Edit or Display it in TES4Gecko. Under the cell listing you will probably have many vanilla cells listed. You will want to delete/mark any vanilla cells that are part of your mod, but never intended to edit. If you have objects moved from cells that you wanted to edit, unfortunately you will need to delete/mark those cells as well and re-do the changes. A cell that you delete/mark will be removed from your mod along with all changes to objects within that cell. Forms like scripts, and packages, which point to objects which are no longer present may result in errors. Once you've deleted/marked all the cell entries for cells you need to reset. Load up the mod in the CS to see if any errors appear, and save the mod before trying to fix anything. Only after saved, go back and make fixes, replacements, and additions as needed. Just keep in mind that this problem can usually be avoided by using copyrender from the dropdown menu instead of cut. If this isn't the case, then you may be having some memory glitches related to your mod size or how you have been putting it together. That might be solvable in the same way, but may not be as easy to prevent. If it exists in the game, but not your mod, you might have some sort of conflict. Link to comment Share on other sites More sharing options...
ub3rman123 Posted December 14, 2009 Author Share Posted December 14, 2009 I've removed all the vanilla references (ranging from an apple to a chunk of Stendarr's Cathedral to a door), and they objects are indeed missing from the original cells (Stendarr's Cathedral is missing a pillar). I also found a few NPC's that've been moved. Along with the teleporting doors, those are the parts I'm most worried about. But these are cells that I haven't so much as loaded, let alone cut and pasted objects from them. Just removed the edited cells with TES4Gecko; praying for it to work/for my computer to stop trying to kill my mod. Link to comment Share on other sites More sharing options...
ub3rman123 Posted December 14, 2009 Author Share Posted December 14, 2009 It doesn't seem to have worked, the objects that were moved aren't in my cells anymore, but neither are they in the cell they should be in. Maybe the problem is Oblivion itself? Link to comment Share on other sites More sharing options...
DavidBudreck Posted December 15, 2009 Share Posted December 15, 2009 Keep trying to remove the references. It sounds like a lot of them, and will probably take a few attempts to get them all. Link to comment Share on other sites More sharing options...
ub3rman123 Posted December 15, 2009 Author Share Posted December 15, 2009 I've run it through TES$Gecko twice now, it hasn't removed the changes to th ecells. Imperial Library is still missing a sections of wall, etc. Link to comment Share on other sites More sharing options...
DavidBudreck Posted December 15, 2009 Share Posted December 15, 2009 Are you absolutely SURE these changes are because of your mod? Maybe you're banging your head against the wall because of some change in some other mod. Try running the game with Only your mod active and see what happens. Link to comment Share on other sites More sharing options...
ub3rman123 Posted December 15, 2009 Author Share Posted December 15, 2009 I just loaded someone else's mod in the CS with only it and Oblivion loaded; the cells are missing nothing. So the problem is definitely with my mod, and TES4Gecko isn't fixing it. Odd. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 15, 2009 Share Posted December 15, 2009 I just loaded someone else's mod in the CS with only it and Oblivion loaded; the cells are missing nothing. So the problem is definitely with my mod, and TES4Gecko isn't fixing it. Odd.How are you "fixing" it? Marking something doesn't remove it right away, you have to open the mod in the CS and save it. If you don't remove the vanilla items what are in your cells, the issues will continue to happen. You will likely need to go through all of your cells removing objects that do not have a form ID that starts with 01 (you have to expand the column to see it). Link to comment Share on other sites More sharing options...
ub3rman123 Posted December 15, 2009 Author Share Posted December 15, 2009 Indeed, I've done that. When I get to the computer with the CS on it, I'll try loading, saving, and reloading the file. I still wonder what could be causing this, I haven't seen anyone else reporting something similar. Link to comment Share on other sites More sharing options...
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