Eolath Posted May 10, 2008 Share Posted May 10, 2008 Hello all,Today I noticed one of my mods had a duplicate of a worldspace - I decided to clean it up, though I have no idea how to delete a worldspace? Anyone knows how to do this? Thanks, Eolath Link to comment Share on other sites More sharing options...
bben46 Posted May 10, 2008 Share Posted May 10, 2008 Have you tried the clean function in TES4Geko? I'm not sure if it will work on mods, but it takes out any thing that a mod duplicates from the Oblivion.esm. There are some other handy functions in it that may allow you to find where your worldspace got duplicated. Check the Move Worldspaces function. I haven't used that one, but it looks promising for your problem. Link to comment Share on other sites More sharing options...
Eolath Posted May 10, 2008 Author Share Posted May 10, 2008 Hmm, where can I download TES4Geko?I even tried looking into the worldspace, I can't seem to find anything in it - But can't delete it either. very weird..Pretty non-clean mod if you ask me, have to clean it up before I can play it though. Link to comment Share on other sites More sharing options...
bben46 Posted May 10, 2008 Share Posted May 10, 2008 It's on the Tesnexus, Here: http://tesnexus.com/downloads/file.php?id=8665 let me know if this works for you or not. Link to comment Share on other sites More sharing options...
Eolath Posted May 10, 2008 Author Share Posted May 10, 2008 Mweh, guess the mod is pretty much corruptI tried the clean function, It said everything was cleaned. Duplicate cells still exist though... Btw, it adds 3 door markers at one door, and I can't delete the doormarkers. when I follow their lead I get a CS error (Show door reference at the markers) Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 10, 2008 Share Posted May 10, 2008 Hello all,Today I noticed one of my mods had a duplicate of a worldspace - I decided to clean it up, though I have no idea how to delete a worldspace? Anyone knows how to do this? Thanks, EolathYou can't really duplicate a worldspace... Now a change to a worldspace (worldspace made by a .esm, a .esp is making changes to it), or two seperate mods (.esp)which each make their own worldspace, or where one .esp alters the other .esp, is a different story. In the first case, deleting any information will likely break any of those changes to that worldspace. In the second case, this was probably an attempt of making one mod work with another, and in doing so, neither will work right. The second case is just bad modding, and you should probably suggest that the person who made it fix the mod so that people can use it (or just rate it badly). Without knowing more about what particular mods you're talking about, I can't suggest much further. Deleting doormarkers can be done by making the doors no longer have teleport checked. Link to comment Share on other sites More sharing options...
Eolath Posted May 10, 2008 Author Share Posted May 10, 2008 I just did it on another way, though it doesn't clean out the mod. I just deleted both sides of the door in the addon and replaced them in the orginal mod. This doesn't make it any better. since now the addon mod can't be used as a standalone - but for me it's good enough. atleast I can enter the door again. Thanks for all, Eolath PS: Yeah, think he tried to merge two mods or something - And the doormarker is tied to a door, but when I track down the door which it is tied to I get a Construction set error. Link to comment Share on other sites More sharing options...
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