silkshadow Posted November 6, 2006 Share Posted November 6, 2006 I wasn't sure if this should be posted here or in the tech support forum but, as its modding oriented, I thought this was the correct forum. Apologies if I was wrong. I am just starting to play with the construction set and I am in the middle of my first oblivion game and I had two questions. 1) If I modify a mod but to a seperate esp file (make a new esp active) what will the effect be on my game? So for example, I am using the all in one basement mod. I would like to redesign it a bit to add a wizards cave, remove boxes and so forth. Right now it has a bunch of my stuff in it. Is it safe to mod the mod? Will my stuff stay there? Alot of my stuff is on mannequins, which is another mod, is that mod and equipment safe if I start tinkering? Is it better to mod the original mod or to put my changes in a seperate esp file? 2) If I enable a mod and play with it enabled for awhile and later decide to disable it, why does my game behave like its still enabled? In particular I am having a problem with two mods: The first one is the empty soul gem mod. It has totally mesed up the mystic emporium and I only enabled it for a very short while many, many saves ago. I have disabled the mod and deleted if from my 'data' dir yet all the messed up stuff is still there. How do I reset the mystic emporium back to vanilla? Right now I can't get the spells for any other mod that uses that store because empty soul gem mod has messed it up. I know its empty soul gem because that darn spell is the only thing that's for sale there, eventhough the esp file is totally gone. The other, less urgent problem, is the horse armor mod. I ran the uninstall and made sure it was gone from the 'data' dir, yet everytime I try and get on a horse a menu pops up asking me if I want to ride or open saddlebag. How is it possible that mods which are no longer loaded can still work and effect my game? Thanks! Link to comment Share on other sites More sharing options...
Jollepoker Posted November 6, 2006 Share Posted November 6, 2006 It's important that you first disable the mod, then remove the mod from you data folder... If you don't disable them, the game will (not every time) think that they are still in the game and will use somekind of backup file and still have the mod running in the background. However, some mods won't go away anyway... It's some kind of bug, I dunno how to change this :P Link to comment Share on other sites More sharing options...
SickleYield Posted November 6, 2006 Share Posted November 6, 2006 It's important that you first disable the mod, then remove the mod from you data folder... If you don't disable them, the game will (not every time) think that they are still in the game and will use somekind of backup file and still have the mod running in the background. However, some mods won't go away anyway... It's some kind of bug, I dunno how to change this :P About modding a mod: I do this with WarKirby's castle all the time. For example, I made all the mannequins various races instead of Reznod's original look, changed the sex and level of the vampire victim so I could recruit him with Toaster Says Share, and added another vampire victim to the main bedroom area. I have a backup of the zip file so I don't backup the esp, I just save it as the same name with whatever changes I want. I haven't lost a single item this way yet. As long as your modding doesn't delete an area or an item that has your game items inside it, you should be just fine with that. Link to comment Share on other sites More sharing options...
silkshadow Posted November 7, 2006 Author Share Posted November 7, 2006 Thanks guys! Is there anyway to reset a npc back to an unmodded state without loosing my savegame? I am thinking along the lines of using the construction set for that (creating a "reset" mod). Is that possible? Otherwise I am going to have to figure out how to mod the mods so that the spells are no longer in te mystic emporium. Hope that store is not involved in any quests :), man that empty sould gem mod did a number on that place! Link to comment Share on other sites More sharing options...
GBHis Posted November 7, 2006 Share Posted November 7, 2006 Yep.ResetInterior MyCellName/IDstring So, in your case, something like:ResetInterior MysticEmporium Look it up in the CS. You might be able to see it with debugtext enabled. Link to comment Share on other sites More sharing options...
silkshadow Posted November 9, 2006 Author Share Posted November 9, 2006 Thanks! I will have to look that up and give it a try. I assume that, if I get it working, that I should put the reset mod at the bottom of the load order? Or should it go on top? Link to comment Share on other sites More sharing options...
GBHis Posted November 9, 2006 Share Posted November 9, 2006 Nope.You get the name of the cell. I don't remember where The Mystic Emporium is located, but go somewhere else (like, Chorrol).Open the console and type resetinterior TheMysticEmporiumCell Link to comment Share on other sites More sharing options...
Abramul Posted November 9, 2006 Share Posted November 9, 2006 I believe it would probably be:ICMarketDistrictMysticEmporium, orICMarketDistrictTheMysticEmporium Link to comment Share on other sites More sharing options...
silkshadow Posted November 10, 2006 Author Share Posted November 10, 2006 Thanks that seems to have done the trick! :D Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.