djmystro Posted December 19, 2010 Share Posted December 19, 2010 I have created an extensive fight and loot MOD entitled "A World Of Pain". It's just a preview but at this stage it's nearly perfect in my opinion and I am more than pleased with the result. Unfortunately a lot of the areas I have used already exist in the game (J15 & Emergency Railyard Stations, Cottonwood Overlook & Goodsprings shacks and other derelict buildings) and have simple door barricades blocking entry. I deleted all the barricades without really giving it a second thought and in the ESP version of my file everything displayed fine, barricade wise. NPCs unfortunately caused another problem with mismatched skin tones in the ESP which meant conversion to an ESM. When playing through the ESM all the barricades had reappered and several other objects such as trees that I had moved had returned to thier original position. All navmesh changes seem to have remained the same so why not the changes to these objects? Very frustrating.If anyone knows a solution to this it would be much appreciated. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 19, 2010 Share Posted December 19, 2010 You shouldn't delete vanilla references. Either mark them 'initially disabled' or move them underground. Link to comment Share on other sites More sharing options...
djmystro Posted December 20, 2010 Author Share Posted December 20, 2010 Thanks for the response but I am still puzzled on several issues.I have tried just moving certain items but they always return to default positions. Will checking initially disabled combined with moving items work and if so what is the difference between this and just deleting stuff.As for not deleting stuff, if that is the case is there any way to get the deleted objects back without duplication? Version rollbacks are out of the question as I made all these edits right at the start of my mod.If the worst come to the worst I can always release an additional esp in order to fix these problems but would prefer to keep everything in one file if possible. Link to comment Share on other sites More sharing options...
davidlallen Posted December 20, 2010 Share Posted December 20, 2010 "Undeleting" is not hard to do using fnvedit. Get that, get the 160-page PDF manual just in case, and bring up your mod. Find the reference you want to undelete. You will see that it has all its data in the original game, and in your mod it is marked deleted. Then right click on your reference and choose "Remove". This removes your override, and the original object will "reappear". I am not sure of your exact goal but if there is a vanilla item such as a clutter in a room which I want to remove, I just delete it in geck. I suppose if I was mass-deleting and some items might be persistent, and might be the target of a script, then moving them underground is probably safer. Link to comment Share on other sites More sharing options...
djmystro Posted December 20, 2010 Author Share Posted December 20, 2010 Thanks for that, thats a step in the right direction. As for the persistent items none are located in interiors, they are either door barricades, wood planks or trees, all in the wasteland. I will combine your comments and see if that solves my problem. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 20, 2010 Share Posted December 20, 2010 Setting to initially disabled will make then never appear in game as there's nothing to enable them. If you do that, no need to move them. Link to comment Share on other sites More sharing options...
davidlallen Posted December 20, 2010 Share Posted December 20, 2010 I believe an item could get enabled later due to some quest activity, in which case setting "initially disabled" may not be enough. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 20, 2010 Share Posted December 20, 2010 If that was the case it would have been initially disabled to start with :thumbsup: Link to comment Share on other sites More sharing options...
djmystro Posted December 20, 2010 Author Share Posted December 20, 2010 I have tried the above method on Cottonwood Overlook shacks. I undeleted the appropriate objects using FNVEdit. I then marked two static doors and two door barricades "initially disabled" and moved them back into the shack so they were not visible. Unfortunately as soon a I convert to .esm the doors and barricades still revert to thier original places blocking off access to my new doors. Same problem. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 20, 2010 Share Posted December 20, 2010 Try it from a new game and see if it still happens. Maybe the issue got picked up in your save game. Link to comment Share on other sites More sharing options...
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