BradXBrutal Posted March 15, 2017 Share Posted March 15, 2017 (edited) Got what I needed, thanks for the help Edited March 16, 2017 by BradXBrutal Link to comment Share on other sites More sharing options...
chucksteel Posted March 15, 2017 Share Posted March 15, 2017 I don't mod for skyrim myself I'm exclusively FO3/NV FO4 but, what I've done to extract a cell from a bigger mod was to, back up the original, open the mod in xEdit so in your case TESEdit Start Deleting! Delete everything accept for what is needed or wanted in your new version. (You could copy the cell as new record into a new plug-in but, if you need to save custom forms that would add your original mod as a master and another layer of work.) Once you done save the gutted .esp Re-Name it "MyPlayerHome.esp" or whatever Re-open it in TESEdit and renumber the form ID's so they don't conflict with the original mod.You've now isolated the cell and can start to re-attach it to the world with the Ckit. Again I don't mod Skyrim but, in the FO4 Ckit you can also rename all the forms with a batch function if You can do that in the Skyrim Ckit then I suggest you also do that. If I had to guess on the missing object issue (And this is only from modding NV) it has something to do with Roombounds and portals the NV GECK would do the exact same thing and you needed to temporarily move Roombounds out of the way and hit F5 to refresh the render window to see everything. (Again I'm just guessing as I've never used the Skyrim Ckit.) Link to comment Share on other sites More sharing options...
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