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Accidently modified an offical interior cell, how to undo


Dimeron

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So while looking at how the developers did certain things, I accidently made modifications to a light in the outcast outpost interior cell. Now that Interior Cell is marked with a *.

 

How do I undo this? I want my mod to be as clean as possible, without any unnesscary modifications to anything.

 

Thanks.

Edited by Dimeron
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So while looking at how the developers did certain things, I accidently made modifications to a light in the outcast outpost interior cell. Now that Interior Cell is marked with a *.

How do I undo this? I want my mod to be as clean as possible, without any unnesscary modifications to anything.

Thanks.

In the esp? the one you made in the geck and are seeing it in the geck? or where?

IF the data 2was altered in your mod and you need to remove the alteration , you need to edit the ID of the cell in the esp usng FO3edit, remove the cell or start over. still the post is a bit unclear here.

IF you can post an image of what your talking about, I am quite sure we can answer you better.

kitty

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That's correct, it is in the esp.

 

Basically I was looking at DLC02VSS01 (which is the outcast outpost) in the geck. I tried to copy paste some of the static renders, and I must have moved or changed something. Now the cell is displayed as "DLC02VSS01 *" in the geck.

 

In File->Data-> click on my esp file -> Details. In the File Details dialog box, in the big table, DLC02VSS01, along with few groups, are list as modified items.

 

I found this link which describes my problem:

 

http://www.theengineeringguild.co.uk/node/62

 

However, the solution it posted doens't work for me. I put cell DLC02VSS01 as ignore, I also looked at DLC02VSS01 objects and none of them has a * next to it. But the * beside DLC02VSS01 would just not go away, regardless how many times I mark it as ignore, it just refuse to go away from the File Details list.

 

Thanks.

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Quite a bit of static objects, containers, and lighting for one room.

 

If there is a way to copy and paste the renderer from the current esp, to an older version? if I can do that I can just use my older backup copy.

 

Thanks.

 

Edit: Okay, I figured out what was changed, I think I accidently deleted a static form, aka, the ground of a room. from cell DLC02VSS01. Which is why I couldn't find Cell Object that was modified, but the Cell obviously knows it has been changed.

 

Now the question is, is there any way of recovering from this? with a deleted reference, I obviously can't tell it to ignore, am I hosed?

Edited by Dimeron
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Possible with newer version of FO3edit? but if it is a navagation mesh? trthen maybe not. it hard to tell with out seeing the data.

BUT ! you can do this...run the data and only the esp in fo3edit, select apply for cleaning but do not clean, you want to see the changed colors showing up at that exact ID address, drag the data from the master back into the esp file until all things associated with that cell are green . save the file ctrl + s chk 4 erroras close and reload it, repeat the operation, set it up so you can see if the data is NOW white instead of yellow or green.

 

 

IF so, Now you can relaod the file back up into the geck and the astrix should be gone.

it's the only thing I can think of Blind here.

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Thanks.

 

Was able to fix the problem. Loaded the master files without pluging, figured out the formid of the static that I accidently deleted, and then ignored both that and the cell, and it worked.

BlindFolded too, oh my. have fun now.

kitty

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