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Player.GetInCell fail


glowplug

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My mod is causing Player.GetInCell Bruma to fail in MQ14Script when exiting the Great Gate with the Great Sigil Stone.

At that stage the Console shows MQ14 still at stage 45, "Player.GetInCell bruma" returns Item 'bruma' not found for parameter cell.

I have not found any other cells (interior, exterior, Tamriel children etc.) to fail on Player.GetInCell.

My mod has nothing to do with MQ14.

 

I've gone through my backups to find when the problem started.

This was when I removed my original teleport gate from behind Vilveron using the following steps.

* Remove teleport references.

* Delete my gate from Vilveron.

* Delete my gate from my mod.

* Save then reload the mod while toggling all remaining references to be ignored (using Details list viewer).

* Saved that and backed up the esp.

 

Is it possible to find which cell indexes/names (whatever) have been corrupted and fix them.

 

Thanks in advance,

Greg

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Okay, looks like I can't fix this.

Darn it I have an Island, ayleid ruins and 4 sizeable dungeons to rebuild - at least I have my meshes and textures.

 

There's a problem with the heightmap editor export to import losing the centre of the Island but I'll make that another post.

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You may try checking with TES4Edit which data fields where changed in your mod and try to fix them. TES4Edit is an advanced editor and will show you the inner structure of any mod.
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You may try checking with TES4Edit which data fields...

I've installed TES4Edit, it looks like the only dirty changes the mod has are to do with the teleport gate deletion.

Hopefully I can fix them now.

 

Thank you

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Maybe I'm not setting the TES4Edit filter correctly as I'm not finding a way to fix the problem.

 

When I followed the settings on http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit my mod shows clean.

I deleted my TES4Edit (user) settings file to go back to default and it messaged some water redundancies around my new teleport.

I find this suspicious as it is well above/away from water - bearing in mind that the corruption occured straight after I removed a teleport from next to Vilveron - water within it's worldspace/cells.

 

At this stage I'm only hours off rebuilding the Island where I have been testing main game compatibility from a number of saves.

It may take me a few weeks to rebuild the dungeons but I might take the inconvenience time to add some extra challenges -muahaha.

 

Greg

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Those settings are for cleaning duplicated/unused fields which are leftovers from the CS.

To solve conflicts, you should apply filter with these settings:

 

check "by conflict status overall" and every item in the subsection

check "by conflict status for this particular record" and every item in the subsection

check "conflict status inherited by parent"

 

uncheck *everything else*

 

Now, after a bit of waiting (on my dual-core with about 200 mods it requires well over two-three minutes) you will have your mod items colored.

You will need to search your mod for:

Red backgrounds and/or red/orange text: these are conflicts. Conflicts may cause problems so you should examine them carefully.

Green text means your mod has overriden something from another mod. It usually is ok, but you may want to check these, too.

 

Probably the portal problem lies in a red/orange field.

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Thank you once again.

While I don't seem to be able to fix the portal problem you've helped me save a lot of time.

There have been a number of times I've have lost hours reverting to a backup after accidently saving a dirty change.

 

No conflicts were showing so I removed all my new references to Tamriel hoping to reveal any.

There was a reference to Tamriel as FF00003C that would cause CS to crash when trying to Ignore and save.

I was able to get rid of that using TES4Edit but still no conflicts revealed.

I'm unable to find any child cells from Tamriel - as in residual from either portal.

 

TES4Edit found an error with a region on the island but I'm not sure what.

The only thing I can think of is the mushrooms I added after using Copy Objects From Other Region.

I'll try clearing the whole region out to see what happens.

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