TenthLegion Posted September 7, 2010 Share Posted September 7, 2010 I have COBL which adds ingredient sorters to the player owned houses, and also houseremodel.esp which changes the layout of the player owned houses. However the ingredient sorter is colliding with other furniture, like drawers, tables, etc. When i say collides it looks like the ingredient sorter is partly INSIDE the other furniture. I tried moving/deleting the ingredient sorter and also i tried moving the furniture it is colliding with in the construction set, but to no avail. When i load my mod into oblivion it doesn't change anything at all, even though i tried changing the load order. Is there a way to get rid of the ingredient sorters (i don't really want them but want the rest of what COBL offers) My mod is called RemodelCOBLPatch 1, and is loaded right after HouseRemodel. My load order is this: Oblivion.esmSkingrad24Vars.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmbookplacing.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espLoadingScreens.espNatural_Weather_HDR_with_darker_Nights_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espSymphony of Violence.espPCSoundCernd.espIWR-Lights.espIWR-Windows.espIWR-Shutters.espBook Jackets Oblivion - BP.espLess Creepy Guild Porters.espM.O.E. - Undermined Leveled Gameplay - Creature Edition.espM.O.E. - Undermined Leveled Gameplay - Item Edition.espMorrowindBooks.espReznod_Mannequin.espSlof's Oblivion Pillow Book.espPopulated Prisons.espExpanded Hotkeys and Spell Delete V2.espAdonnays Classical Weaponry.espAdonnays Elven Weaponry.espAncient Silver Armor.espBanes Guilds United.espCapesandCloaks.espDBShadowSet.espDMRangerArmor.espHadhafang.espM.O.E. - New Staffs, Blight and Ashstorms.espM.O.E. - Playable Scythe.espM.O.E. - Unlocked Palace Guard Armour.espM.O.E. - Unlocked Dremora Armour and Robes.espM.O.E. - Unlocked Glenroy and Captain Renault Blades Armour.espUnderworld Armor.espWoodsman Armor.espHouseRemodel.espRemodelCOBLPatch 1.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espFCOM_Cobl.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espMart's Monster Mod - More Wilderness Life No Gates.espMart's Monster Mod - More Passive Wildlife.espFCOM_SaferRoads.espFCOM_LessRats.espFCOM_NoSpiders.espMart's Monster Mod - No Pests.espMart's Monster Mod - No Swarms.espFCOM_NoAdventurersInGates.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Spawn Rates - Reduced.espMart's Monster Mod - No Reavers.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - No Undead Rise.espMart's Monster Mod - No Slimes.espMart's Monster Mod - No Beholdens.espMart's Monster Mod - Safer Quest Locations.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Diverse Runeskulls Loot G&GD.espTamrielTravellers4OOO.espTamrielTravellersItemsCobl.espTamrielTravellersItemsVendor.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions4MMM.espFCOM_TamrielTravelers.espFCOM_DiverseGuardUnity.espFCOM_HungersUnitySI.espFCOM_FriendlierFactions.espMart's Monster Mod - Shivering Isles.espLoadingScreens-OOO.espMMM-Cobl.espAmajor7 Imperial Furniture.espArtefacts of the Ancestors.espBetter Benirus Manor - Helping Hands.espBetter Benirus Manor.espCastle_Highrock.espCheydinhal Petshop.espGuilesHuntsmenLodge.espJeral View Chalet.espLetThePeopleDrink.espM.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.espM.O.E. - The Black Sacrament - Night Mother's Ritual.espSaveWaterEdgeEng.espSilentStonesCamp.espViking Village.espKnights.espM.O.E. - Visit Valen Dreth Topic.espThe Lost Spires.espAFK_Weye.espMart's Monster Mod - City Defences.espFCOM_Knights.espbartholm.espNatural_Vegetation_by_Max_Tael.espBook Placement v2.espAyelid Wells.espCliff_BetterLetters.espKyoma's Journal Mod.espM.O.E. - Bone Names and Priced Skull.espM.O.E. - Disable Fast Travel.espM.O.E. - Travel Services.espM.O.E. - Lucien Lachance Rumors Fix.espM.O.E. - Icons for Mythic Dawn Armour - Fix.espM.O.E. - Lycanthropy and Lichcraft.espM.O.E. - Realistic Prices, Realistic Weights, No Quest Items.espM.O.E. - Kill Martin and Jauffre.espM.O.E. - New Classes.espMagicArrows_1.0.espOL_MyBrumaFireplace.espOblivifall - Something's Not Right.espP1DkeyChain.espSalmo the Baker, Cobl.espLeyawiinMCHouseForSale.espAleswell_Farm_House.espGondorian Ranger Gear.espM.O.E. - Alternative Script Effect Icon I.espRSArmor.espJoinable Riverview.espM.O.E. - Alternative Script Effect Icon II.espM.O.E. - Main Quest Delayer.espM.O.E. - Hunger Effects.espM.O.E. - Fatigue Loss from Running.espM.O.E. - Vampire Players Scarier.espM.O.E. - Ethereal State Spell.espM.O.E. - Levitation Magic.espM.O.E. - Lock Spells.espM.O.E. - Mythic Dawn Powers.espM.O.E. - Teleportation Magic and Icarian Flight.espMultiple Creature Summoning.espFasterArrows200.espM.O.E. - Realistic Law Enforcement - Part One.espM.O.E. - Realistic Law Enforcement - Part Two.espDeadlyReflex 5 - Combat Moves.espOOO-Level_Stock.espM.O.E. - Better Icon for Script Effects.espM.O.E. - Unlocked Hairstyles.espM.O.E. - Playable Dremora and Custom Race Fix.espArena Loot 1.2.espRen_Soya_KD's.esp_Ren_BeautyPack_full + Soya's hair.espKT_CustomRaceFix.espCobl Silent Equip Misc.espBerserk.espFF_Real_Thirst.espFF_Real_Thirst, Cobl.esp Link to comment Share on other sites More sharing options...
DavidBudreck Posted September 7, 2010 Share Posted September 7, 2010 It sounds like you made your own mod that moved the furniture. However, it is the furniture mod that is controlling the new layouts, and your mod cannot edit furniture from that mod. This is definitely a pain, and is known as "mod isolation." Mod A Can NOT edit stuff from Mod B. Period. (With a couple of very special exceptions, mostly workarounds to this rule) To move the furniture, you need to open Cobl and the Furniture mod at the same time with the Furniture Mod as the Active Mod. Make your changes there, then save this as your own custom version of the mod. Link to comment Share on other sites More sharing options...
TenthLegion Posted September 7, 2010 Author Share Posted September 7, 2010 It sounds like you made your own mod that moved the furniture. However, it is the furniture mod that is controlling the new layouts, and your mod cannot edit furniture from that mod. This is definitely a pain, and is known as "mod isolation." Mod A Can NOT edit stuff from Mod B. Period. (With a couple of very special exceptions, mostly workarounds to this rule) To move the furniture, you need to open Cobl and the Furniture mod at the same time with the Furniture Mod as the Active Mod. Make your changes there, then save this as your own custom version of the mod. Sorry I am still VERY NEW to the CS, i see the thing that you havent set an active file but dont know how. so how DO i set a file as the active file, when i do my modding i put x marks on all the cobl esps and esms, as well as the houseremodel esp (the mod that changes the layout), and of course oblivion esm. sorry if i sound like a noob but i am in regards to using the CS, so if you could dumb it down reeeeal well id be forever grateful. the only mod i ever did besides this on is one that removes the re spawning food in rosethorn hall so i dont have to keep re fixing my self moved items. Link to comment Share on other sites More sharing options...
DavidBudreck Posted September 7, 2010 Share Posted September 7, 2010 It's OK, everybody has to start somewhere. You set the "Active" mod with a button at the bottom left of the "Open" dialog window. Highlight the mod you want active by clicking on it in the window, then click the "Set as Active File" button on the bottom left of the window. Link to comment Share on other sites More sharing options...
TenthLegion Posted September 7, 2010 Author Share Posted September 7, 2010 It's OK, everybody has to start somewhere. You set the "Active" mod with a button at the bottom left of the "Open" dialog window. Highlight the mod you want active by clicking on it in the window, then click the "Set as Active File" button on the bottom left of the window. So after i make my changes and save it, will i still have to have the furniture mod AND COBL enabled when i play oblivion, as well as my player made mod of course. Link to comment Share on other sites More sharing options...
DavidBudreck Posted September 7, 2010 Share Posted September 7, 2010 Yes. The mod you are editing requires COBL; that does not change. Link to comment Share on other sites More sharing options...
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