Alixen Posted November 12, 2010 Share Posted November 12, 2010 Ack. I was building my first mod. An empty Library to put under the Anvil and Skingraad houses. At some point I accidently deleted the WorldObject for a bookshelf style, and then did a lot more work afterwards. Thing is; now when I activate the mod every thin-bookcase in the world ceases to exist, their contents hanging in midair. Now I can just start over. It's not a complicated task after all and it was looking a little scruffy for a library I plan to keep using. Still, just incase I do it again in future on a bigger project... ...Can anything be done to restore a WorldObject item that has been 'deleted'? They list as 'Count: 76 *D'. Substitue the number for however many desks or whatever.there are in the whole of Oblivion. I know it asks for confimation (and I in my rapid deleting missed it) but surely there is some fail-safe built in? It's something you could potentially not notice in testign and could discover at the end of a huge project. Link to comment Share on other sites More sharing options...
Megatarius Posted November 12, 2010 Share Posted November 12, 2010 As far as I know, the deleting is not actually deleting in the sense you're used to. You don't actually delete it. You simply create a new record inside your .esp file, that declares that object to be "deleted." This is so, when the game first loads and looks at the mods in your load order, and then runs them all with the last one taking precedence, it will see the "deleted" record, and go ahead and remove it from your game upon load. The object itself is still in the file, but will forever be told by the very next record, "Uh, yeah, if you could just go ahead and remove yourself from the game, that would be great. Thanks! We need to get some of these boxes in here, and if you could get down on your hands and knees with a can of pesticide you might be able to take care of that cockroach problem we've been having. Thanks!" I could be slightly wrong about how it works, but I think that's the gist of it. So how come all this is not the same as just deleting it normally? Because I think it's possible to go into a program like TES4EDIT and unflag it as "deleted". Again, I could be mistaken about this, but what I'm saying is, it's not the end of the world. And anyway, if your library was looking scruffy, it's sometimes better if you have to redo something. Link to comment Share on other sites More sharing options...
ub3rman123 Posted November 12, 2010 Share Posted November 12, 2010 YOu can most likely fix it in TES4Edit. Just undo te change on the mod that says that the object was deleted. Link to comment Share on other sites More sharing options...
Alixen Posted November 12, 2010 Author Share Posted November 12, 2010 Thanks guys, I don't have TES4Edit, but i'll keep in mind the advise for any future mess-ups. I'm going to re-do the Libarary as I planned. The basic 'basement' textures are just too rough and such for a library I found. Looks like the books would rot within a month. I'm going to try for Bruma-style basement or such. Link to comment Share on other sites More sharing options...
David Brasher Posted November 12, 2010 Share Posted November 12, 2010 You don't even need TES4Edit. You can mod-clean your mod with the CS and ignore any unwanted or dirty edits you find to remove them from your mod. In the CS, go File>Data>AAYourMod.esp>Details>STAT>TheDeletedBookshelf Highlight it, press the delete key, agree that you do want to toggle an item> Close> OK > Save your mod Link to comment Share on other sites More sharing options...
Alixen Posted November 12, 2010 Author Share Posted November 12, 2010 Ah, thank you very much. Much easier way of doing it. Link to comment Share on other sites More sharing options...
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