Zenmuron Posted August 8, 2012 Share Posted August 8, 2012 So I have been working on village with shops and player house kinda near Riften and I was testing my mod. I decided I needed some more followers so I ran around gather them up and when I went into Breezehome (vanilla un modded) 2 of the roof panels are gone. Just empty air. I did not open or click on Breezehome in the CK when I was working on my mod and it uses no resources from it. If I unload my mod and check out breeze home its fine. I am guessing I some how deleted the tileset piece that is missing.Looking in the toolset there are now * marks on the EditorID tab for a few whiterun buildings only on the editorID not on the Name tab which shows which cells I have opened in my mod. After opening up breezehome in the CK sure as s*** 2 panels for roof corners are gone. However there is no items in the object window with *D after them showing something was deleted. Anyone have any kinda of information on how to fix this. I have put A LOT of time into the mod I am currently working on, consists of a large amount landscape editing and re nav meshing as well as 7 new interiors cells plus all of the shops, merchants, npcs, idle markers and bazillion objects I carefully placed. I am nearly completed with the mod and was heading into the testing phase and found this problem. I literally only have some minor tweeks and dialog and quests to finish up on 2 week project. I do not want to have to scrap this because of some random fluke with 1 single missing static mesh that is used in half a dozen cells. I believe the missing object is WRIntRoofSTCorInL. Link to comment Share on other sites More sharing options...
MadNuttah Posted August 8, 2012 Share Posted August 8, 2012 Hello, you might find a working backup in your ...\SteamApps\common\skyrim\Backup folder? Link to comment Share on other sites More sharing options...
Zenmuron Posted August 8, 2012 Author Share Posted August 8, 2012 Yeah I checked, object still deleted in the back up. I am looking the details section in the datafiles tab, I found the deleted mesh, trying to figure out how to restore it with out having to open my mod not set to active and create duplicate cells. There has to be a way to fix this or restore a deleted object. Showing the object is used 6 times in skyrim, WRIntRoofSTCorL 6 deleted references. I saw on a post that someone said to restore or undo the changes in the details in the datafiles menu. I am not seeing a way to do this. I can not click or right click the reference, I just see a More Info button and Close button. If I select the deleted reference in the files details window and hit the delete key I get the following message " You have chosen to toggle the 'Ignore' flag on one or more items in the current file. Ignored objects are not loaded in from the file by the editor or in game. This means that any object marked as ignored will be lost during any Save, including a merge to master. Do you wish to continue? I clicked no. Sooooo that is where I am at. Trying to find out how to un ignore or restore WRIntRoofSTCorL. Stupid thing is it still comes in the CK just marked with D after it. Link to comment Share on other sites More sharing options...
Zenmuron Posted August 8, 2012 Author Share Posted August 8, 2012 This is from the creation kit site. Go to File > Data and locate the plugin in which you saved when that deletion occurred. Click "Details". Somewhere in that list is the NorBridgeCage02a base object - there should be a D next to it in the deleted column. Select that line, hit delete and hit OK. This forces the Creation Kit to ignore that change when it reload the plugin. The next time you save, the plugin will be modified and the object should be restored. I tried this as well. Still missing. Both in game and CK. Object still comes up if you type it in, marked as deleted. Link to comment Share on other sites More sharing options...
ch0k3h0ld Posted August 9, 2012 Share Posted August 9, 2012 Be sure and save your mod before you go into details so there are no active changes to be saved. After you ignore the references you want to remove, you have to close the details window, click ok to load the mod and then save it again and exit the CK. When you load it up again and save it, the ignored reference is no longer loaded up. In my experience, that proceedure has to be followed exactly or you lose the ignore and have to start over. If you have any edits in the Breezehome interior cell, you should ignore all of those. Link to comment Share on other sites More sharing options...
Zenmuron Posted August 9, 2012 Author Share Posted August 9, 2012 I do not even have the deleted references showing up anymore after trying out the method I mentioned above. I did make a back up copy of my mod and will try it in the order you posted and see if that works. Link to comment Share on other sites More sharing options...
Zenmuron Posted August 9, 2012 Author Share Posted August 9, 2012 So I tried what you said chokehold and I am still missing the meshes in game. I dunno maybe the CK is just screwed up. I seriously do not remember deleting anything in the object window I mean it gives you a pop up warning. I deleted some stuff just to see if the ignore methods work. I do not remember ever seeing that warning popup. After trying this and many other "fixes" I beginning to suspect I may need to try the duplicate cells thing and just start over on the edited world space. While combing through the deleted section I also noticed that the floor piece for the Riften orphanage is marked as deleted as well. Now I looked at the piece and it is NOT deleted in the toolset and I can drag and drop the piece into the render window. However in game, all gone. Maybe my toolset broke itself. Going to make some back ups and try a few things. Nothing like a major hang up to slow things to a crawl. Wish things would just work like they are suppose to. The more I use the CK the more I find out I really hate it. So many extra steps for the simplest things. The mannequins and weapon racks come to mind, Bethesda knew everyone would be using them in the thousands of player homes so why not have them setup for drag and drop rather then having to use markers, activators, an object then link all three of them together one by one, one at a time. 9-12 steps or one drag drop and position. I have used many editors for many games and this one is with it round about ways of doing things is driving me up the wall. Really trying not to curse Bethesda's name atm. Link to comment Share on other sites More sharing options...
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