UncleRoe Posted July 28, 2010 Share Posted July 28, 2010 I recently got into editing tes4 and decided to add a couple things to one of my player homes. Thing is when i add anything to the cell,the kit works fine until i exit out of the kit itself. I load the game and none of the stuff i put into the cell is there. i did this more than once to see if i could catch the problem and i think i did.. Every time i edited the cell,the kit made a duplicate of that cell then put it to the side. This way when i load my game i just load into the original cell with no modifications. I need to know how to save my mods to the original cell and/or stop the kit from duplicating any cell i edit. Link to comment Share on other sites More sharing options...
GODSBANE123456 Posted July 28, 2010 Share Posted July 28, 2010 after you edit the cell, you need to make sure that you are activating the .esp that you created, also if you have windows vista or windows 7, make sure that your game is not installed in your program files directory Link to comment Share on other sites More sharing options...
Ranokoa Posted July 28, 2010 Share Posted July 28, 2010 Agreed. Set as Active when loading the mod that already exists. How to start: Load OblivionSave as a New FileMake your modifications.Ensure not to "Duplicate Cell" when looking at the interior location lists, and, if you do, remember that this will make a new cell that is not attached to the world yet, the doors will be there but not connected to anything. This is a very good tool if you want to have to make a house decorated but not a house that is located where the original is. Such as, if you are making a farm house or a mansion or estate somewhere that one does not exist in Cyrodiil yet. When you do make a duplicate and you make the house exterior somewhere in the world make sure that you manually add a door where the exterior mesh (3d object) of the house is. The one that is already there is not an actual door that leads anywhere at all, but basically a marker for where the door is supposed to go, as well, it is good in case there are tiny seems that you can see through once you do put a door there so all you see behind it is other door, and not just black or the actual land behind the walls. Double click the door, go to Teleport, and look for the door in your interior that you duplicated. A good way to know which door is which if you have more than one on the inside is to put a Reference ID on the door. This does not change any state of the door or any functionality, and is available for any and all items placeable in game. All this is is a notation that is permanentally linked to that object. This is also used when scripting (that you will learn later once you mod more). When a script calls on a particular object, or "reference", it calls on the object that has that particular reference ID, which is why that reference ID must ALWAYS be unique, otherwise you screw up a whole lot more than you will ever know about if you "replace". But that doesn't matter right now. When you have a door with a reference ID and you are looking for that door and there are a billion options because there are a lot of doors in that cell, the Reference ID will be visible on the right of the selectable door, allowing you to know which door is which. It is always a good idea to link the doors from the outside to the inside, because when you do it the other way around you have to find which particular cell on the outside it is in, and this can take forever. Remember if you make a house that is not anywhere close to civilization to put a Map Marker (and a good idea to put a refence ID on those, such as "MapMarkerForMyNewHouse01) near the house or at the entrance, but always a few feet from the door. Once the door is linked you want to take that yellow rectangle with the pyramid on it and position it to point away from the door, so when you are loaded there the person is looking with the door to their back, as if they just came from that door. Double click on that yellow marker once in place and click the button that says you want to view the linked path's marker. Position the marker just like the other. The markers are always going to default be smack dab in the center of the door, and this is bad. You never want to leave it that way or your character can potentially go on the wrong side of the door where there is nothing. Save the mod. When you load it again, look for your mod, there is no need to also click Oblivion as it will always be default loaded. Double click to check your mod's name, and then click Set as Active. This will make it so further saving will save to only that file, otherwise if you don't it will actually make you save to a different file, creating a duplicate of everything you already did but not saving it to the original file. If any of this helped further your problem being solved feel free to Kudos, otherwise, if the first person's response answered your question to begin with feel free to Kudos them. I was a little unsure of exactly what your problem is. Either because for me your description was too vague, or right now because of the variables of my day's events I am too stupid to think correctly, so I wasn't sure if the other person's answer was the one you were looking for. Be well, sleep well, fight well, live long.~Ranokoa PS: Only Kudos if you feel that the information provided was worth it, otherwise, don't. Have a good day, and I warmly welcome you to the world of modding. Link to comment Share on other sites More sharing options...
UncleRoe Posted July 28, 2010 Author Share Posted July 28, 2010 You guys aren't reading what i typed are you, lol.. my mod is already loaded into the CS as active file.. the problem is after that.. after it's loaded.. when i am already in the modded cell. The CS kit automatically duplicates any cell i try to mod.. that's my problem. The strategy you guys are describing is for people who do not load active files and therefore their mods do not appear in the CS kit. I'm passed that part. My mods load correctly in the kit. Just when i exit the kit and restart it up. The cell i edited becomes a duplicate. I need to know how to fix this.. If it helps the cells i am editing were created by another modder. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 29, 2010 Share Posted July 29, 2010 I need to know how to fix this.. If it helps the cells i am editing were created by another modder.That's the part of the problem right there. One mod cannot edit things within another mod. The cell is being duplicated because it needs to exist within the active mod in order for you to add anything to that cell. Meaning that either you need to do whatever you want to do within the mod which originally adds this cell, use deisolation, or just use a different cell. Link to comment Share on other sites More sharing options...
Ranokoa Posted July 29, 2010 Share Posted July 29, 2010 Ya I think I'm understanding finally what is going on here. There is a very good reason why there are alternate programs out there to actually merge and or combine mods, simply because the CS handles things in a very specific and quite often frustating way. If you have any questions on why, how, whatever you need my friend, just PM me, but please do be very detailed, and I will help you, even if it means having to make you a pictured tutorial which I do every now and then randomly whenever I feel like I have nothing better to do anyways, lol. Be well, sleep well, fight well, live long.~Ranokoa Link to comment Share on other sites More sharing options...
UncleRoe Posted July 29, 2010 Author Share Posted July 29, 2010 ah alright. guess i'll have to use my imagination and add something of my own creation near my player home. on a side not though, i've been having trouble keeping my mods saved. When i go to exit the CS it either randomly crashes or prompts me to save the plugin,then when i save,it doesn't exit..so i try to exit out again and it prompts the save again.. and so on. it's probally because i am using win7. I remember having crash troubles when i started using the g.e.c.k. but i think it was just because i wasn't running as admin. I'm doing that now. Also unlike the geck, i think i need to assign a new form ID for every little item i duplicate..which is tedious and makes modding kind of depressing. I think the geck auto form ID'd for me because the only thing i had to change was the editor base name and save. EDIT: back to the original point,just to clear things up, If i was to only load the Mod i wish to edit into the CS then everything would go smoothly? That's what i am getting but i want to make sure i am understanding. When it comes to oblivion modding i am still in basic training so expect quite a few topics started with a clueless question by yours truly Link to comment Share on other sites More sharing options...
GODSBANE123456 Posted July 29, 2010 Share Posted July 29, 2010 Did you install Oblivion into the program files, because that would be your problem. You always have to create new form id's for objects you duplicate, because you cannot have two items with the same id, because in scripts, that would cause a world of problems, thus the cs doesn't allow for that. Back to the Program Files deal, due to a reason that i do not wish to go into, but windows 7, and windows vista both do not allow for programs to edit anything located in the program files, thus causing your .esp to not get saved, because saving is considered editing. FIX: Copy your Data folder, uninstall oblivion, reinstall oblivion to C:/My Games/Oblivion, if it doesn't exist, then create it, then you just drag your data folder back into your new Oblivion folder, and voilla, it should work just fine Link to comment Share on other sites More sharing options...
UncleRoe Posted July 30, 2010 Author Share Posted July 30, 2010 Did you install Oblivion into the program files, because that would be your problem. You always have to create new form id's for objects you duplicate, because you cannot have two items with the same id, because in scripts, that would cause a world of problems, thus the cs doesn't allow for that. Back to the Program Files deal, due to a reason that i do not wish to go into, but windows 7, and windows vista both do not allow for programs to edit anything located in the program files, thus causing your .esp to not get saved, because saving is considered editing. FIX: Copy your Data folder, uninstall oblivion, reinstall oblivion to C:/My Games/Oblivion, if it doesn't exist, then create it, then you just drag your data folder back into your new Oblivion folder, and voilla, it should work just fine I'll try this out later on tonight. Thanks for the help. EDIT: i had a few glitch problems after re-installing but they were on my error and i fixed them. everything else seems to be working as it should now thanks to you all for the help Link to comment Share on other sites More sharing options...
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