greyday01 Posted October 2, 2018 Share Posted October 2, 2018 If you update your mod, moving the position of some items, is there some way to make sure with an existing save that the items will appear in their new positions instead of where they had previously been placed?A script you could run perhaps? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 2, 2018 Share Posted October 2, 2018 Not to my knowledge. I think the only solution is to have the player go to some other cell on the other side of the game world and wait the 30+ days for the cell to reset. Wrye Bash does have tweaks for changing the reset settings. So one could change their settings to something much faster and then restore that tweak after. But that could run the risk of changing the other records in the bashed patch. Link to comment Share on other sites More sharing options...
greyday01 Posted October 2, 2018 Author Share Posted October 2, 2018 Thanks. I was afraid of that. I was hoping there was a way of forcing the cell to reset. Link to comment Share on other sites More sharing options...
foamyesque Posted October 2, 2018 Share Posted October 2, 2018 There is: https://www.creationkit.com/index.php?title=Reset_-_Cell You could also manually script moving all the items, but that'd be a gigantic pain and even more prone to breaking with updates. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 3, 2018 Share Posted October 3, 2018 (edited) Surprised it wasn't mentioned, but this all requires that the placed references be temporary and not persistent. If they're marked persistent, or are held persistent due to other factors (alias, script variable, etc) then they won't move even with a reset. I ran into this particular issue with xMarkers. Edited October 3, 2018 by BigAndFlabby Link to comment Share on other sites More sharing options...
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