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Preventing Item Loss in Containers


page305

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I've noticed that I've lost items in a personal mod during testing (thankfully I've not uploaded it yet). The items lost had no pattern or specific reasoning that I can see. Containers that did lose items didn't totally empty, but left from 1 to 10 items inside. The magazine racks are "empty" as a container goes but the magazines are still there and can be "read" then taken as normal.

 

What I've done for the containers/cell (after item loss, v1.1):

 

1) Set interior cell encounterzone to "noreset"

2) Duplicated containers and renamed to make them unique in game files (added a prefix)

3) Set containers to "Player" owned.

4) Containers require key (unrelated, but mentioned for bugs).

5) Edit container base (unchecked "respawn").

6) Set container encounterzone to "noreset".

 

Are there any other steps to prevent losing items or from containers inside my mod to be subject to a cell reset problem?

 

Thanks so much!

Edited by page305
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  • 11 months later...

I just encountered this today. Have you found a solution yet?

Edit: I figured out my problem. I was trying to put items from mods into a container in a new mod. Then, when loading the mods together, the mods for the items reset their locations to where the mod's creators put them, taking them out of my container. No way around this that I have found.

Edited by JustynThyme
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Page305: it probably was the unchecked respawn that caused containers to reset. I think you did everything you could now.

 

JustynThyme: Use Wyre Bash. Find mod you want to modify. Right-click it. Choose Esmify me. Do not exit wyre bash. Open ck. Load mod you want modified and your mod (from now on it would need the other mod as a master file) do your edits. Changes should stick around this time. Save. Exit ck. Right-click on the mod you wanted modified. Choose Espify my. Exit Wyre bash. You need to have load multiple master files enabled in ck.

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