NexusComa Posted February 19, 2018 Share Posted February 19, 2018 I have been on and off again working on a wonderful ship mod. As of late while checking the mod I found an error I can't seem to fix.I used many ShipKatariahWoodSmPartitionBeamBase01 in the mod and noticed when I leave the cell and return some of them disappear.They are still in the CK and always show the 1st time you enter the cell. I have tried many things to fix this. Nothing seems to work out ... Any words of advice or possibly a reason for this happening. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 19, 2018 Share Posted February 19, 2018 (edited) Going to be upfront honest. No idea really. But something worth checking, if they are temporary refs check if they're marked for respawn. Open the cell and right click on one or more of the problem objects. Choose edit and check the bottom to see if the Respawn checkbox is checked or not. I'm not entirely sure if that's the use case for the box. But that's how I interpret the wiki page https://www.creationkit.com/index.php?title=Reference In other words if the cell is supposed to reset and the object doesn't respawn then it disappears. Right? Something else worth trying is to get the object ID that the placed ref has (easiest in CK on the cell window). Make sure you use your mod load order and do a prid xxNNNNNN while in the cell after the objects have disappeared. If they're gone from the game you'll get a message that it couldn't find the object reference. If they're still in the game it will choose it like it would clicking on a reference. This is only useful to know if the game has deleted the ref, like possibly from it being a temporary non respawning ref. Edited February 19, 2018 by BigAndFlabby Link to comment Share on other sites More sharing options...
NexusComa Posted February 19, 2018 Author Share Posted February 19, 2018 I knew I should have added re-spawn is checked. Sad as this one error is killing years of on and off again work to an otherwise killer mod. Link to comment Share on other sites More sharing options...
candlepin Posted February 19, 2018 Share Posted February 19, 2018 Should be a relative easy albeit labor intensive fix, no? Link to comment Share on other sites More sharing options...
NexusComa Posted February 20, 2018 Author Share Posted February 20, 2018 Well I got it fixed, just not the way I wanted. Had to just take out an upper floor as it seems I was at the limit of what you can add in one quad of the cell.I tried moving things to so they would be in more then one quad but, that didn't work out. Not even all to sure this was the problem but, it did fix what was going on.Wish I could have got a bit more input here. Link to comment Share on other sites More sharing options...
TheSovereign1612 Posted February 20, 2018 Share Posted February 20, 2018 Well at least you helped someone else with the same problem. Thank you mate Link to comment Share on other sites More sharing options...
candlepin Posted February 21, 2018 Share Posted February 21, 2018 If you're running into issues with the number of items, couldn't you just pre-assemble a few (or a lot of) items into a larger chunk in nifskope. I.e. instead of only having short wall sections, you could pre-assemble some long wall sections (multiples shorter sections in a row), +/- doors, to cut down on the number of items. Link to comment Share on other sites More sharing options...
NexusComa Posted February 21, 2018 Author Share Posted February 21, 2018 I was thinking that too candlepin. To be honest the upper floor I removed was a bit over the top.But yes, I had considered what you said. I was fishing for that drrr moment when someone tells youjust what you're doing wrong. Possibly a technique I had never considered or even knew about.Great suggestion ... just the kind of stuff i was fishing for. Link to comment Share on other sites More sharing options...
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