RageCommittee Posted November 27, 2016 Share Posted November 27, 2016 Hello there! I seem to be having trouble with a simple mod I am currently tinkering around with. In short, this mod basically swaps the armors within specific outfit lists. The goal was to change what most people are wearing without going in and giving every single NPC a different pieces of armor. This seems to work well in theory, however, upon loading up the game, I noticed that no one was wearing the changes outfits, they all still had on the vanilla arrangements. When I started a whole new game, this seemed to fix the problem, however, I do not wish for people to start a new game just to activate so simple of a mod. Does anyone know why this is happening? And if so acre there any solutions/workaround to this problem? Thanks for taking the time to read, and i hope we can solve this! Link to comment Share on other sites More sharing options...
greekrage Posted November 28, 2016 Share Posted November 28, 2016 Without being experienced in armor/clothing mods but have had a boatload of headaches with location mods it sounds like a "persistence " issue... In other words once your game "sees" this type of data it bakes into the save game and doesnt change after that. Look at your mod and see what has "persistent " qualities . Then again i could be totally off the mark.. but since no one else was replying...i took a shot...:P Link to comment Share on other sites More sharing options...
RageCommittee Posted November 29, 2016 Author Share Posted November 29, 2016 Thanks man, i'll see what i can do, although I'll have to figure out what you mean by "persistence qualities". Link to comment Share on other sites More sharing options...
damanding Posted November 29, 2016 Share Posted November 29, 2016 Greekrage is talking about "persistent references". This can refer to script properties (this is the main reason why uninstalling a scripted mod part way through a save game can be a problem). But it can also refer to things like LinkedRefs, EnabledParents, etc. and also to a container's leveled lists. I don't really know enough about it though to give you advice, just enough to sort of define it unfortunately. Basically though persistent references are baked into a save game. But at least you now have the right term to google more. :D Link to comment Share on other sites More sharing options...
greekrage Posted November 30, 2016 Share Posted November 30, 2016 Greekrage is talking about "persistent references". This can refer to script properties (this is the main reason why uninstalling a scripted mod part way through a save game can be a problem). But it can also refer to things like LinkedRefs, EnabledParents, etc. and also to a container's leveled lists. I don't really know enough about it though to give you advice, just enough to sort of define it unfortunately. Basically though persistent references are baked into a save game. But at least you now have the right term to google more. :DExactly so... Note i have found out that if you go into the mod and change placed objects marked as persistent with "mark as modified" then in most cases the object responds to the new data you created for it (like moving a workbench but find it in its original position ingame...) I did this last night to move the turrets and their terminals in my latest mod (Salem) and most of the stuff did indeed move except for a few objects. Link to comment Share on other sites More sharing options...
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