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How do I save on Tes Construction set?


Pineapplerum

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Hi,

I'm working on beautifying Bruma as a practice run before I do a mod for beautifying Skingrad which I want to upload as my first mod.

I had made a previous mod "BeautifyingBrumaProject", saved it and played it in my game. Everything was great. So, I decided to do more and I

uploaded the main Oblivion file data and my mod file data into Tes Nexus Construction set. I worked many hours on enhancing the mod and when I went to

save, the stupid program crashed on me and I didn't get to save anything. Grrrrrrrrrrrrrs. :huh:

Can someone please explain to me how to save new data on an already made mod? Should I uncheck it as the active file-would that make a difference?

I think I had checked the box to make it the active file and it was active when I went to save it. Do you think that was it?

 

Please help me? I so want to make a really cool mod.

Thank you.

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Make a small modification and save, I'd try to save every so often to be on the safe side, Iv'e had the same thing happen to me. Also after saving my added hair/eyes wont show in the game unless I delete them all and add one hairstyle in TC. is 7.0 the latest? doesn't matter I'm good, I finally have all the characters and the one hairstyle I need in TC thnx.

 

Hi,

I'm working on beautifying Bruma as a practice run before I do a mod for beautifying Skingrad which I want to upload as my first mod.

I had made a previous mod "BeautifyingBrumaProject", saved it and played it in my game. Everything was great. So, I decided to do more and I

uploaded the main Oblivion file data and my mod file data into Tes Nexus Construction set. I worked many hours on enhancing the mod and when I went to

save, the stupid program crashed on me and I didn't get to save anything. Grrrrrrrrrrrrrs. :huh:

Can someone please explain to me how to save new data on an already made mod? Should I uncheck it as the active file-would that make a difference?

I think I had checked the box to make it the active file and it was active when I went to save it. Do you think that was it?

 

Please help me? I so want to make a really cool mod.

Thank you.

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I think what Dan's trying to say is save lots. And lots. And lots. Not real sure what he's on about with the custom hairstyles thing though. Nevermind. :D

 

Basically, open your mod in the construction set as the active file. You don't need to select the Oblivion.esm, the CS does that automatically and it may even cause problems for you if you do because from what I can tell, even if you do activate the Oblivion.esm yourself, the CS still tries to run it automatically. I might be wrong about that but thats what it looks like.

 

Next, save it. Don't do or change anything. Save it before you even open the render window. That seems to make things a little more stable too, though I'll be damned if I know why. Then, do a little work. When I say a little, I mean a little. Want to place a plant pot? Place it and save... I know its a pain in the ass but its the only way to garauntee you're not going to loose work. Get into the habit of saving after every single tiny little change you make. At first it'll seem like extra work, but before long it'll be second nature and you won't even realise you're doing it.

 

Sorry you lost so much work matey. From personal experience I know thats a kicker.

Jenrai

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Hi XDANX and Jenrai,

Thank you. That's good advice about saving a lot. I had the mod I was working on as the active file. I guess I'll uncheck it as the active file before I save the next time. And I am going to start saving everything before I do anything and then again after I've worked on something.

I guess it's all about learning by making mistakes when it comes to modding.

Thanks again. :)

 

One thing, should I just click on the little picture of the disc to save (it says "save Plug In") or should I open up "file" and save from there? I saved from file before when it crashed. I just saved from the little picture of the disc and it didn't crash but will it save the work I do? I guess I'll just have to test it. I'll let you know what happens.

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You need to always have the mod you are working on set as the active file. The boxes with "X" marks indicate mods you can see and pull things from. But working with multiple mods at one is tricky and you have to be careful. For the mods you are working on with beautifying cities, all you will likely need is an "X" by Oblivion.esm, an "X" by your mod, and your mod labled as "active."

 

If you change your mod to where it is not the active file, I think you will lose all your work when you save.

 

I believe it works equally well to save from the icon and the menu.

 

Since you are having problems, I think you ought to do a bunch of testing and get saving down pat before you do any real modding. For example: Move one bush. Save the mod. Load a different mod. Load your mod with the bush again. See if you succeeded in moving your bush. Repeat a few times until you always succeed and never fail. Losing all your hard work really stinks.

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You need to always have the mod you are working on set as the active file. The boxes with "X" marks indicate mods you can see and pull things from. But working with multiple mods at one is tricky and you have to be careful. For the mods you are working on with beautifying cities, all you will likely need is an "X" by Oblivion.esm, an "X" by your mod, and your mod labled as "active."

 

If you change your mod to where it is not the active file, I think you will lose all your work when you save.

 

I believe it works equally well to save from the icon and the menu.

 

Since you are having problems, I think you ought to do a bunch of testing and get saving down pat before you do any real modding. For example: Move one bush. Save the mod. Load a different mod. Load your mod with the bush again. See if you succeeded in moving your bush. Repeat a few times until you always succeed and never fail. Losing all your hard work really stinks.

 

Hi David,

I did have another mod checked off while I had the mod I was working on set as an active file. I think that's what messed it up. Thanks for your help.

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Hi David,

I did have another mod checked off while I had the mod I was working on set as an active file. I think that's what messed it up. Thanks for your help.

 

The CS contains a number of bugs, you've just bumped into one of them.

 

If you have one or more ESP(s) loaded but not active in the CS, then whatever mod you do have active (or if you didn't activate any, then the new mod you're creating) MUST contain any edit in the Tamriel worldspace, otherwise the CS will always crash when you attempt to save.

 

So if you're working on editing things in a city worldspace, switch to the Tamriel worldspace briefly, go to one of the cells within the city walls, and drop a small rock in there. Now save (it won't crash). Now switch back to the city worldspace you wanted to edit, and carry on. You'll always be able to save without crashing now that you've got an edit to the Tamriel worldspace in your mod.

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