c0ax599 Posted November 29, 2019 Share Posted November 29, 2019 I recently had to move my entire Exterior (playerhouse) a little ways to get it into one cell. I highlighted all the refs, moved the house over and back a little bit. Fixed the deleted Navmeshes with SSEEdit and correctly re-navmeshed under/around my house. All Successful. Problem is, 2 refs did not get moved. Or did they? In the CK, it's showing to be in the correct spot. The 2 refs are: FXFireEmbersHeavy_ON FXFireEmbers_OFFUsed in a fire sconce set up with on/off triggers. Right hand side of above pic. When I go in game, the 2 refs are in the old position. Triggers still work for the on/off as you can see in below pic. I've tried loading multiple saves with the same result. Help! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 29, 2019 Share Posted November 29, 2019 If objects are persistent they will not recognize the move made in the CK. Most likely they are referenced as properties on the script controlling the on / off sequence and thus they are persistent. You could create a small maintenance script that will move those two objects to where you need them. Might take some playing around to get the precise spot. But you can start by moving them to the brazier's location and then start fiddling with the X, Y, Z values as needed. You can also try leaving that cell (going to the other side of the map) and waiting over 30+ days (default time for cells to reset) and see if that resolves the issue. Other wise, a brand new game is required to get those objects to immediately recognize the repositioning done in the CK. Link to comment Share on other sites More sharing options...
c0ax599 Posted November 30, 2019 Author Share Posted November 30, 2019 Thanks for the advice IsharaMeradin. Can I perchance just delete them and the triggers if need be, from my mod, and redo it? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 30, 2019 Share Posted November 30, 2019 For new game starts, you can safely delete and redo. But a new game start should recognize the move so really no need. It is the mid-game upgrade where things get tricky. You could disable and push the whole setup (lights and triggers - anything linked together either directly or via script in this process) under the ground. Then build anew with different instances. Only thing that an end user might then complain about would be that their light had been on but was off after the upgrade (or vice versa). This is basically what SSEEdit does with UDRs in the cleaning process. Link to comment Share on other sites More sharing options...
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