djmystro Posted December 20, 2010 Author Share Posted December 20, 2010 Just tested it with all other mods off to make sure that was not the problem (only had 2 on anyway). Again, same result. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 20, 2010 Share Posted December 20, 2010 But was it on a fresh save? Link to comment Share on other sites More sharing options...
djmystro Posted December 20, 2010 Author Share Posted December 20, 2010 Just tried a new game. Same again, still boarded up. Link to comment Share on other sites More sharing options...
rickerhk Posted December 21, 2010 Share Posted December 21, 2010 I took a look at the esm. The first shack on the left, if you are facing toward the cove. I could see the Doorbarricade that was supposed to be hidden, behind the door that you placed. The door worked - It would take me to an interior. I looked in the Geck and when I clicked on the barricade in the cell-view window, I could see the yellow marker lines that are attached to it, on the porch of the shack. I moved the barrier further into the house so the marker isn't visible on the outside. I saved these changes and the DoorBaricade is no longer visible. I'm not an expert at this but I think most people just push stuff underground and don't bother with the 'initially disabled'. Just make sure none of the object 'alignment markers?' are visible above ground, i guess. Link to comment Share on other sites More sharing options...
djmystro Posted December 21, 2010 Author Share Posted December 21, 2010 Rickerhk, thanks for the advice. I gave it a try but no luck. I tried just moving the doors back further so the yellow marker lines are completely covered, then I attempted the same, plus I moved the doors underground. Still no success. As soon as I convert it back to esm all objects come back. Is your new version an esm? Link to comment Share on other sites More sharing options...
rickerhk Posted December 21, 2010 Share Posted December 21, 2010 Rickerhk, thanks for the advice. I gave it a try but no luck. I tried just moving the doors back further so the yellow marker lines are completely covered, then I attempted the same, plus I moved the doors underground. Still no success. As soon as I convert it back to esm all objects come back. Is your new version an esm? That's strange. Yes, it's the esm version I downloaded last night. When I made the change, I saved the change in an esp that had your esm as a master. Then opened FNVEdit and dragged the change over from the esp into the esm. Then deleted the esp and launched the game and it looked like what you would expect - just the door that you placed, with no barrier. Link to comment Share on other sites More sharing options...
djmystro Posted December 21, 2010 Author Share Posted December 21, 2010 Hmm, not the same method I used. I use FOMM and TESsnip to convert esps to esm. Maybe the fault lies there somewhere. I will check again using your method. Link to comment Share on other sites More sharing options...
djmystro Posted December 21, 2010 Author Share Posted December 21, 2010 I am looking through FNVEdit now but have not used it for this function before. If possible could you just quickly run me through how to drag a change from one esp to another esm. If not no worries. I'll look for the guide anyway. Link to comment Share on other sites More sharing options...
rickerhk Posted December 21, 2010 Share Posted December 21, 2010 You want to fix the onam (over-ridden forms) table first. If you open your esm with FNVEdit and click on the header to the left, on the right will be an ONAM field - it's empty. You need to toggle the esm bit, save, reload with FNVEdit, toggle back to master, save and reload. This ONAM field should be full of all the objects that you moved. I think this is why the game is not reading your changes. The other programs that you use to toggle master bit don't update this table. To drag record changes you find the record on the left and highlight it. On the right you will see the pluggins that have this record. You just pick a field with your mouse and drag it to the esm. Note that you can't do this with a 'new' record in the esp. Only records that are both in the esm and esp. Link to comment Share on other sites More sharing options...
BlackCompany Posted December 25, 2010 Share Posted December 25, 2010 You want to fix the onam (over-ridden forms) table first. If you open your esm with FNVEdit and click on the header to the left, on the right will be an ONAM field - it's empty. You need to toggle the esm bit, save, reload with FNVEdit, toggle back to master, save and reload. This ONAM field should be full of all the objects that you moved. I think this is why the game is not reading your changes. The other programs that you use to toggle master bit don't update this table. To drag record changes you find the record on the left and highlight it. On the right you will see the pluggins that have this record. You just pick a field with your mouse and drag it to the esm. Note that you can't do this with a 'new' record in the esp. Only records that are both in the esm and esp. Interesting ideas for working with needed ESM format. One quick question: Isn't moving persistent references generally a bad thing? The new locations get stored in save games, and if the mod doing the moving is ever uninstalled, will that not crash games, since now the game is looking for the references in their original places but the save game insists on the moved-to location? I know this happened a lot in TESIV. Thanks. Link to comment Share on other sites More sharing options...
Recommended Posts