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Resetting cells in CS, help?


Khettienna

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So...

 

Have you ever mucked around with an interior cell, realized you botched the whole thing, and would just like to start over with Bethesda's version of that cell?

 

More specifically, I started poking around in the player houses, and tweaking all the little things that always got on my nerves about them. I got kind of out of hand with it in the Chorrol house, and I'd like to reset the first floor back to the default and try again.

 

...I can't for the life of me figure out how to do this, and just recreating it by hand seems sloppy.

 

If I'd had the sense to not have combined the changes to every house into the same mod, of course, I wouldn't be having this problem. *lesson learned*

Or if I'd made separate, multiple saves a long the way. *lesson also learned*

 

Help prz! /puppyface

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When you go to load a mod in the CS, there's a "details" button. If you press it with your mod highlighted you can see everything that that mod changes. If you click the little bars on top, you can order this list by type. The neat thing about this little list of changes is that you can use it to remove small portions, entire cells, or whole worldspaces just by selecting the group you want to remove and hitting the delete key. When you next load and save the mod, these changes will no longer be present, meaning that those entries will no longer exist, and if that was something which was changed from the vanilla setting, those changes will no longer exist and the cell will be as it exists within the .esm.
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I think this answer should be pinned. I'm sure anyone who's touched the CS has wondered this same thing at some point. Thanks Vagrant.
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I considered this, but the mod changes a lot of things in a lot of cells, and I can't tell from the list which changes belong to which cells. I tried just ignoring the cell from the list, and it loaded with about half the original objects in place, half the objects missing, and no actual interior (no walls, floor, etc).

 

Any other ideas?

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I considered this, but the mod changes a lot of things in a lot of cells, and I can't tell from the list which changes belong to which cells. I tried just ignoring the cell from the list, and it loaded with about half the original objects in place, half the objects missing, and no actual interior (no walls, floor, etc).

 

Any other ideas?

There should be a listing for just that cell, since it is an interior we're talking about, that interior should be named. Deleting the record for the interior will also clean out any changes within that interior. So deleting just the listing for the chorrol house will reset it to the vanilla state.

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Okay, I figured out where/what to nuke to reset the cell. Thanks so much for your help.

 

Next question, somewhat related - having to do with what and how I botched it in the first place. I added stuff to the house, and then pointed each object to whatever the stuff around it was using as a parent object. I.e., I added another dining room chair, so for the object's parent I chose the same thing all the other chairs used so it would all come packaged together when the player bought furniture for the house.

 

It worked okay when I added a few things. It did not work okay when I added a bunch of things. Now only half of what I added shows up in-game, even though it shows fine in the CS, and all the objects, missing or present, point to the same parent.

 

Having the same problem again in Benirus Manor - added a few things and pointed them to the same reference as the post-quest parent, and it was fine. Added a lot, and half of them disappeared.

 

Is there a set limit on how many objects can be linked to one parent? Can I daisy-chain them onto another? Like, Parent ---> x number of children, one of those children could be parent for x number of more children, etc... or is there some other factor I'm missing?

 

Sorry for all the questions, but doing searches is turning up a myriad of off-topic results and little else. Please don't set me on fire. ; ;

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