Ainulindale Posted July 7, 2014 Share Posted July 7, 2014 (edited) Hi all, Run into a vexing issue, i'm editing an exterior cell (valtheimkeepexterior03) and saving as my mod, all working perfectly. The issue crops up when it comes to running my mod alongside ELFX - specifically the exterior module, which makes some changes to the lighting of the cell. You may remember that Redguard bandit that stops you going along the road outside Valtheim Towers, next to a cooking pot. The exterior module of ELFX adds a light source to that pot. In my mod, i've removed that cooking pot (who cooks in the middle of the road? Honestly...), however with ELFX installed, obviously the light source added by that mod stays in place, resulting in a mysterious light outside the tower when in game. Now it took me a solid few weeks to even think that it was another mod, not my own, that had added this light, so I felt pretty triumphant when I found the cause, surely all I need to do now would be make a small compatibility patch! I loaded up the creation kit with ELFX (main mod plus exteriors) as well as my own mod as masters, deleted the light, saved as a new plugin, and placed at the bottom of my load order. Unfortunately, it didn't work, in game the light is still there. I used Wrye Bash to set ELFX, ELFX exteriors and my mod as masters to the patch, no difference. Loading up my patch in the creation kit, the light is still present, despite having deleted it. I noticed that moving it around, changing the size / intensity etc, the mod would never give the * symbol indicating an edit had been made. If the light is deleted, then I get the *, but seems to make no actual change in game, or when reloading it in the CK. Making any changes to anything else in the cell, including other light sources, gives me the * symbol, plus works fine in game, so it just seems this one light is being persistent no matter what I do, I cannot move it, delete it, increase it, anything at all! Anyone got any suggestions? Cheers! I can provide pics if necessary. Edited July 7, 2014 by Ainulindale Link to comment Share on other sites More sharing options...
Ainulindale Posted July 7, 2014 Author Share Posted July 7, 2014 Solved!With thanks to anamorfus at the ELFX mod page, the trick is when using any esp as a master file, you have to esmify it with wrye bash first before you can save any edits in the CK, then espify it back again. Link to comment Share on other sites More sharing options...
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