Duelist124 Posted October 5, 2019 Share Posted October 5, 2019 i'm editing someone else's mod in creation kit and while the objects do appear moved in creation kit they go back to their original position when i load the game Link to comment Share on other sites More sharing options...
greyday01 Posted October 5, 2019 Share Posted October 5, 2019 Try using a save from before any mods were installed to check your mod. Things get baked into saves. You could also delete the object instead of moving it, then place a new object in its place. Link to comment Share on other sites More sharing options...
Duelist124 Posted October 6, 2019 Author Share Posted October 6, 2019 making a new save worked, thank you so much Link to comment Share on other sites More sharing options...
Hoamaii Posted October 6, 2019 Share Posted October 6, 2019 If you're editing interior cells, especially player homes where furniture gets disabled and enabled through scripts and quests when you upgrade, the position of most objects get baked in your saves the first time you enter that cell. Tagging them as "initially disabled" does not work either - moving them out of the cell's walls or under the floor works but will require that you create a new .esp to load after the plugin you are editing. In exterior cells, the position of furnitures like oreveins get baked in your saves too - some of these, you may be able to mark them as "initially disabled" but even if you move them around in the CK, they will always load in their initial position in game unless they are in a cell you've never visited in this playthrough. As a general rule, it's never a good idea to delete anything in Skyrim anyway, other than objects placed at runtime - deleting objects in the CK can cause all sorts of glitches, errors and conflicts. Consider moving them underground instead or tagging them as "Initially disabled". Link to comment Share on other sites More sharing options...
greyday01 Posted October 6, 2019 Share Posted October 6, 2019 Deleting vanilla items is a bad idea as Hoamaii said, but what about a mod you made and are making a updated version? What problems will be caused by removing or moving items from your own mod? Best workarounds when making changes? Link to comment Share on other sites More sharing options...
Hoamaii Posted October 6, 2019 Share Posted October 6, 2019 If you're making an update version of a mod you created and wish to delete a custom ID or object placed in your previous version, you'll probably be safe. Only "probably" though, that's when you'll need a lot of testing to make sure. As an example, I once wanted to replace a bookshelf I had placed in one of my mods. But I couldn't delete it because users had already placed that mod in their games - I had to move it beyond the walls instead and place a new one for the update to go smoothly (no complains whatsoever after many years :wink:). On the other hand, I could safely delete another piece of furniture I had mistakingly placed 2 instances of in the same mod. There's really no telling which may bug or not even when it's custom objects you wish to delete - you'll only get your answers in testing! Link to comment Share on other sites More sharing options...
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