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Problem with undelete and disable refrences


Sarge198

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I have had this issue for quite some time now, when users uninstall my mod: Interior Lighting Overhaul objects in the interior cell appear jumbled up at the room entry marker or the COCmarker. Before this was no problem at all because the records were deleted and went back to their proper position after ILO was uninstalled.

 

http://screenshot.xfire.com/s/126174159-4.jpg

 

Yes I am fully aware deleted references are BAD. :pirate:

 

Notice the light fixtures in front of the elevator which FNVEdit had undeleted and disabled. This is after removing ILO from the load order saving outside and reloading the game and returning to the cell.

 

 

I have tried wating for cells to reset, purge cell buffer, etc.

 

 

 

 

Does anyone have any idea what may be causing this to happen?

 

Thanks,

Sarge198 :ninja:

 

 

 

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The problem might be that esm files are somewhat persistent in save games.

 

In order to avoid save game inconstancies, it should be better to use esp files.

 

 

Edit

It might be outdated and the only source I found is this

Removing ESM Files

While esp files can usually be removed from gameplay simply by de-activating them, esm files cannot be removed in this way. In short the game engine simply refuses to remove an esm from the savegame. However, this can easily overcome by modifying the savegame to think that the esm was actually an esp -- at which point the game engine will happily remove it. (See Wrye Bash: Disabling Masters.)

http://cs.elderscrolls.com/index.php/Esp_vs._Esm

 

But who knows, maybe sth left?

I just tried to make a clean save with FNV and Dead Money and the first thing I got was not the radio signal but a quest reward of DM. I got that message that a gift is waiting for me at the cashier.

 

The Loot disappeared but some quest variables seemed to have left.

But then I went to the abandoned BoS bunker and DM started again.

 

So, hard to say, maybe your objects are in those spots because they don't know where to be else?

Edited by tortured Tomato
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Thank you for your replies. I have tried what you suggest and it did not work.

 

So, hard to say, maybe your objects are in those spots because they don't know where to be else?

Possibly, how could I check to know for sure?

 

ESM and ESP (master list edits) can be removed from savegames with Wrye Bash (302) found here at the nexus.

I tried disabling my mod from the savegame with wrye bash still have the same issue.

 

I may just have to go through and manually set the deleted vanilla refs to initially disabled. I'm going to keep messing with it and trying different things, perhaps moving the disabled refs to just under the floor of the cell and manually removing this:

 

http://i.imgur.com/0uCcs.jpg

 

This is added by FNVEdit to the disabled ref. FNVEDit also places the refs at like -300000.0 on the Z axis.

I am really totally stumped at this point, and don't really know what I am doing at this point... :wallbash:

Edited by Sarge198
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Honestly, I don't know.

Note, that your first screenshot is taken from Lucky38Penthouse and your masterfile doesn't modify any reference object in that cell.

 

 

 

Edit

Forget that, it's probably listed in the ONAM override.

 

...investigate...

Edited by tortured Tomato
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Yes, this is also happening in other cells that are modified by "Interior Lighting Overhaul - Core.esm" for example: NovacMcBrideHouse has the same problem.

 

I'm sorry I should have mentioned that the changes to the Lucky38 suite reside in the "ILO - Falllout New Vegas.esp" File

 

 

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Hmm, is there a difference between the Core.esm and ILO - Falllout New Vegas.esp regarding that cell?

According to FNVEdit its exactly the same record and I don't see any difference.

 

So all we have is a modified Cell Lightening data and a different Lighting Template?

(Edit: found the light switches and stuff)

 

 

Edit2

Tried it out, installed and uninstalled ILO and did not get the problem in the players suite yet. Didn't look much around though. I'll keep my eyes open. Are there other conditions in question?

 

Edit3

There's a bunch of deleted references in your core.esm.

That references might not necessarily be the problem.

(still wonder why I didn't get the issue yet)

There are loads of ONAM overrides.

And I think it would be best to figure out what their purpose is and how they work.

Edited by tortured Tomato
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Hmm, is there a difference between the Core.esm and ILO - Falllout New Vegas.esp regarding that cell?

 

ILO - Falllout New Vegas.esp acts as an override to ensure that the lighting changes are kept, by loading it last in the load order. it also contains the changes to the lucky38 suite. The Core.esm does not contain changes to the lucky38 suite, I did this to provide users with an option to install my mod without changes to the lucky38. As there are a lot of lucky38 suite mods on nexus.

 

This is an updated version that has been cleaned with FNVEdit

 

There are loads of ONAM overrides.

And I think it would be best to figure out what their purpose is and how they work.

 

ONAM Overrides? is that bad?

 

Would it be best to change ILO back to a single ESP?

Edited by Sarge198
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Nope, ONAM overrides are not bad. It's just the way how masterfiles override masterfiles. But sth must be persistent in the save game.

Or the problem is caused by the esp file. Might even be an older file version since I couln't replicate the bug yet.

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  • 2 months later...

Forget all the nonsense I said above.

Now It's even getting worse. :teehee:

 

Objects that fall out of the player suite, respawn at the coc marker of the cell.

 

Movable objects fall very easy out of the cell.

 

You just need to poke them them against a wall, e.g by shooting at them.

 

Maybe you also placed some objects a little unlucky. ^^

Edited by tortured Tomato
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