icecreamassassin Posted September 19, 2014 Share Posted September 19, 2014 So this has been an issue for me for a long time in this mod; when I move an object to a new spot, people who already are playing my mod will find the objects in their old place rather than the new location. I thought this had to do with persistent reference status but it also seems to happen to items that have been made into statics as well. Is there any way to avoid this or correct it for people already playing my mod? it's a considerable problem because the alternative is a full reset and we're talking about them needing to uproot, replace and re-find hundreds of items which the mod houses (it's a museum after all) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 19, 2014 Share Posted September 19, 2014 Theory only... Have you tried not visiting the pre-updated cell(s) for say 30+ game days prior to updating the mod? Might be possible that position changes of statics will take affect when the cell(s) need to be reloaded by the game. Link to comment Share on other sites More sharing options...
icecreamassassin Posted September 19, 2014 Author Share Posted September 19, 2014 Problem being all the cells are set as NoResetZone so that the mannequins in one cell do not unequip their gear and because it's essentially a player home in many ways. So I don't know if that will actually do anything or not I've tried having folks use ResetInterior followed by PCB to clear the buffer, but that isn't working it seems. The only thing I've done in the past that works it basically to cut and paste any persistent item I moved and then relink all the coding to the new reference and delete the old one; essentially pulling the carpet out from under the object cache and catching it with a newly loaded reference where it should be... I have SO MUCH to do in other areas that I do not want to have re rebuild several dozen coded objects with complex linking and sorting systems :sad: Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 19, 2014 Share Posted September 19, 2014 Would disabling the old instance followed by enabling the updated instance work? Otherwise my recommendation would be...Instruct your users to only update when setting up a new game because updating mid-game will create issues. Link to comment Share on other sites More sharing options...
icecreamassassin Posted September 19, 2014 Author Share Posted September 19, 2014 Well if I have to disable one and enable the other I can just do my normal copy and replace routine, but I was hoping to not have to do that :( The only other thing that seems to work is to run it through TES5Edit and shuffle the form ID's but that causes a full reset of the mod which I'd like to also avoid It is quite frustrating Link to comment Share on other sites More sharing options...
icecreamassassin Posted September 19, 2014 Author Share Posted September 19, 2014 Does nobody else have any input into this? I know I'm not the only modder dealing with this issue Link to comment Share on other sites More sharing options...
mrpdean Posted September 22, 2014 Share Posted September 22, 2014 Your not the only modder having this problem. I've also been wrestling with it without much progress. It's especially problematic for objects which the player can enable/disable themselves. They just refuse to relocate to their new position. I've had *some* success with scripting using MoveToEditorLocation but even then it doesn't always work. What's worse is that there doesn't seem to be any obvious pattern to it. For example I had to move 11 soil planters to a new location. 10 of them moved (using scripts) but 1 of them insists on staying in its original location no matter what I did. Sorry I don't have the solution but I'll be keeping am eye on this myself. Hopefully someone will be able to provide a solution. Link to comment Share on other sites More sharing options...
jet4571 Posted September 22, 2014 Share Posted September 22, 2014 (edited) Have them remove all items from the interior they want to keep and use the resetinterior <cellid> console command on it. The reason it is doing that is because those items position are stored in the save and loaded from it rather than loaded from the esp. There's no cure for it except resetting the interior. Edited September 22, 2014 by jet4571 Link to comment Share on other sites More sharing options...
mrpdean Posted September 22, 2014 Share Posted September 22, 2014 Is there an equivalent command for exterior cells? Link to comment Share on other sites More sharing options...
jet4571 Posted September 22, 2014 Share Posted September 22, 2014 Is there an equivalent command for exterior cells? Honestly I don't know. you can check the Wiki. http://www.uesp.net/wiki/Skyrim:Console Just below the list of the common commands in the table is the "All Known Commands" section, hit the tiny "Show" button on the right side to expand. If there is it will be in that list. If not then it is 30 days wait. Link to comment Share on other sites More sharing options...
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