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Multiple Big Problems - Requesting Experienced Users


DesertEaglePWN

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Hey everybody, I'm pretty new to the forum although I have been working with my brother (User: Gargion) on a fully voiced quest mod and dungeon. I'm posting to get some answers and hopefully put this out there as a source of help for those with similar issues.

 

So here's the story. One night my brother went in and fixed a bunch of scene and quest issues we's been having. He saved and created a backup that night.

 

The next morning I continue; testing the quest and scene to see what changes were made. Everything is okay.

 

I make another backup (to be safe) and began working on one of our cells (cluttering and that mess...) and after about three minutes decide to load my backup instead of manually deleting what I had. (I know I shouldn't have done it.)

 

Long story short - I don't know exactly what happened - once I was done working for the day the scene changes that had been made were gone, but all my changes were there. I must have loaded the wrong backup. I then proceed to open my brother's backup and copy my updated cell into the .esp where the scene/quest changes were made. After my splicing everything seems to work okay, however there is a notable issue. After visiting my copied cell (coc MOD1HallsofInsecurity) I cannot return to a specific point in Whiterun using the coc command (coc WhiterunPlainsDistrict02.) I am not sure if this is the result of my tinkering or what, however, the problem only persist once per load (That is while visiting my cell and using the coc command to Whiterun the command will execute properly the first time. Punching in the command a second time successfully loads the Whiterun cell and everything is working again.

 

Any help or insight would be greatly appreciated.

 

Additional Information:

 

Process for copying the cell

 

Opened Creation Kit

Loaded Skyrim.esm and Update.esm

Loaded MOD1Q.esp (the duplicated cell's original .esp) and Test.esp (a temporary .esp used to store the cell) with Test.esp being the active file.

* I did this because a direct move results in duplicates of all cells as the original and target plugins are both iterations of the same file (one was a backup)

Duplicated MOD1HallsofInsecurity (duplicated cell) and renamed to MOD1Temp

Saved to Test.esp

Loaded Test.esp as active file

Rendered Cell MOD1Temp to clarify cell transfer.

*No Problems

Loaded MOD1QAlt.esp (duplicated cell's destination) and Test.esp with Mod1QAlt.esp as the active file

Deleted MOD1HallsofInsecurity

Re-Loaded MOD1QAlt.esp (duplicated cell's destination) and Test.esp with Mod1QAlt.esp as the active file

Renamed MOD1QTemp to MOD1HallsofInsecurity

Saved to MOD1QAlt.esp

Loaded MOD1Q.esp as active file

Rendered Cell MOD1HallsofInsecurity to clarify cell transfer.

Saved to MOD1QAlt.esp

Renamed .esp files

*"MOD1Q.esp" to "MOD1QMain.esp" and "MOD1Alt.esp" to "MOD1Q.esp" to match .bsa

Tested

*No problems except what is listed above.

Edited by DesertEaglePWN
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