rickerhk 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.Removing persistent references is a bad thing. But moving them - changing x,y,z position or rotation - I would think not, since many NPCs are persistent references and they move all over the place. But maybe for non-actors there are some issues. I'm not an expert in this area. As far as save games, i've seen posts where people have been to a place, then changed the position of things but the things insist on being at the old location in-game when they go there. I haven't seen any complaints about crashes though. Link to comment Share on other sites More sharing options...
BlackCompany Posted December 26, 2010 Share Posted December 26, 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.Removing persistent references is a bad thing. But moving them - changing x,y,z position or rotation - I would think not, since many NPCs are persistent references and they move all over the place. But maybe for non-actors there are some issues. I'm not an expert in this area. As far as save games, i've seen posts where people have been to a place, then changed the position of things but the things insist on being at the old location in-game when they go there. I haven't seen any complaints about crashes though. Persistent reference locations are stored in saves. When a mod moves a persistent reference, its new location gets stored in a save. If the mod is then uninstalled, the reference moves back to its vanilla location. Unfortunately, the save game continues to insist that the reference is in its "moved to" location. This disagreement between the game itself and the save games causes save corruption, crash on load, crash on enter/exit and general hell in games. Moving persistent references is never a good idea. Better to work around them. They are persistent because of the fact that quests/scripts/ai packs needs to know where they are, what they are doing, and need to use them constantly. Moving these references basically means a user can never uninstall your mod, and that if they do so, they will need to begin a new game, as their current game is wrecked. No mod manager or other application will report this as an error or conflict, either. Link to comment Share on other sites More sharing options...
djmystro Posted December 29, 2010 Author Share Posted December 29, 2010 That worked a treat - thanks a lot for the help. I will make sure to credit and kudos you all.For future reference all it took was to toggle the .esm header in FNVEdit and save.Also I changed a couple of objects to 'initially disabled' and eventually changed them back again afterwards - it made no difference and after disabling caused no crashes. Link to comment Share on other sites More sharing options...
BlackCompany Posted December 30, 2010 Share Posted December 30, 2010 That worked a treat - thanks a lot for the help. I will make sure to credit and kudos you all.For future reference all it took was to toggle the .esm header in FNVEdit and save.Also I changed a couple of objects to 'initially disabled' and eventually changed them back again afterwards - it made no difference and after disabling caused no crashes. Nice to know this did not cause crashes or issues. Thanks for posting, Mystro. This is useful information indeed. Link to comment Share on other sites More sharing options...
ToyBoy Posted January 4, 2011 Share Posted January 4, 2011 I have the same problem like the starter of this helpful thread.Here's my question: I have altered 6 cells in the NVwasteland worldspace which has about 1360 chunks. I will regenerate LOD's but how will I be able to find exactly those LOD's of the altered cells in all those new re-generated ones? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 4, 2011 Share Posted January 4, 2011 I remember BadPenney had a thread about this before he went crazy.Here's how I recall:Generate your LODs. You'll find them in your meshes dir I think.1. Move half of them to another directory, start your game, see if you see your changes. If you do, delete what you moved. Repeat step 1. If not, do the opposite.Eventually you will work it down to exactly what is changed and nothing else. I remember they were trying to decode the naming scheme in that thread. Maybe they succeeded, I don't know. Link to comment Share on other sites More sharing options...
davidlallen Posted January 4, 2011 Share Posted January 4, 2011 This thread may have taken a bad tangent, but I am interested in pursuing leads about regenerating LOD in the main worldspace. I searched for "badpenney" but only found one thread where he was discussing whether it's OK to charge for user created mods. Could you dig a more specific reference? Link to comment Share on other sites More sharing options...
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