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How to bring back a deleted Persistent Reference object?


hhhr2r2

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Okay, I'm an idiot and didn't read the how-to's before devoting every waking hour of the last four days to my first mod. I completely redecorated the Bruma house but I deleted the parent objects for StorageAreaL1Bruma, StorageAreaL2Bruma, and StudyAreaBruma. (A container shelf, a chest, and a desk.) Now I realize that this conflicts with the house upgrades if you've already bought them or will buy them, because the reference still exists in the master file and the game sticks the corresponding upgrades on top of whatever furniture my mod added, so, for example, the chest I deleted in the mod appears in-game in the same spot as my new bookshelf, intersecting it.

 

I could forego buying the upgrades so the house stays as-is but I want this mod to be compatible with saves that have already bought upgrades so that none of the stuff I wanted gone shows up. My puny brain is thinking if I bring back the parent objects, set the existing reference entries to belong to these objects, and shrink them down to an invisible size and hide them inside another static object, like a crate or chair, that might do the trick. Or edit the reference's Form ID to belong to a new object. Unfortunately I can't find any option to edit existing references in the construction set.

 

How do I edit references and/or bring back deleted parent objects? Or maybe you have another idea on how to fix this? I have no idea if anything I just said made sense, but help me please. I really don't want to have thrown the last 4 days away and be forced to start over from scratch.

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Okay, I'm an idiot and didn't read the how-to's before devoting every waking hour of the last four days to my first mod. I completely redecorated the Bruma house but I deleted the parent objects for StorageAreaL1Bruma, StorageAreaL2Bruma, and StudyAreaBruma. (A container shelf, a chest, and a desk.) Now I realize that this conflicts with the house upgrades if you've already bought them or will buy them, because the reference still exists in the master file and the game sticks the corresponding upgrades on top of whatever furniture my mod added, so, for example, the chest I deleted in the mod appears in-game in the same spot as my new bookshelf, intersecting it.

 

I could forego buying the upgrades so the house stays as-is but I want this mod to be compatible with saves that have already bought upgrades so that none of the stuff I wanted gone shows up. My puny brain is thinking if I bring back the parent objects, set the existing reference entries to belong to these objects, and shrink them down to an invisible size and hide them inside another static object, like a crate or chair, that might do the trick. Or edit the reference's Form ID to belong to a new object. Unfortunately I can't find any option to edit existing references in the construction set.

 

How do I edit references and/or bring back deleted parent objects? Or maybe you have another idea on how to fix this? I have no idea if anything I just said made sense, but help me please. I really don't want to have thrown the last 4 days away and be forced to start over from scratch.

 

This is precisely the reason that mods should be cleaned with TES4Edit, What you are looking for is the UDR (Undelete Reference) feature. This removes the deleted tag and sets it to initially disabled, and moves it (usually WAY down below). The problem is will your mod re-enable these references? If not, then that is what you need to do.

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This is precisely the reason that mods should be cleaned with TES4Edit, What you are looking for is the UDR (Undelete Reference) feature. This removes the deleted tag and sets it to initially disabled, and moves it (usually WAY down below). The problem is will your mod re-enable these references? If not, then that is what you need to do.

 

And you should definitely clean your ESP anyway after doing something like this. Even if you hadn't had the issue with the parent forms, you would have created tons of UDRs and ITMs that would need to be cleaned out.

 

Clean the ESP, then load it back up in the CS and find the parent forms and reenable them if necessary.

 

A guess only. If you are using steam, verify cache.

 

For the record, so this isn't just hanging out there, that has nothing to do with what they are discussing, and would not help, hurt or even affect the situation in the slightest.

Edited by Nephenee13
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This is precisely the reason that mods should be cleaned with TES4Edit, What you are looking for is the UDR (Undelete Reference) feature. This removes the deleted tag and sets it to initially disabled, and moves it (usually WAY down below). The problem is will your mod re-enable these references? If not, then that is what you need to do.

*Should* my mod reenable the references? I don't even know what's going on anymore.

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This is precisely the reason that mods should be cleaned with TES4Edit, What you are looking for is the UDR (Undelete Reference) feature. This removes the deleted tag and sets it to initially disabled, and moves it (usually WAY down below). The problem is will your mod re-enable these references? If not, then that is what you need to do.

*Should* my mod reenable the references? I don't even know what's going on anymore.

 

'Should' is not the issue really. Ask yourself why you deleted them in the first place? If you deleted them to get rid of them permanently, then there is no reason for your mod to re-enable them. But if your mod requires that those parent forms come back, then you shouldn't have deleted them in the first place. See where I am going here?

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This is precisely the reason that mods should be cleaned with TES4Edit, What you are looking for is the UDR (Undelete Reference) feature. This removes the deleted tag and sets it to initially disabled, and moves it (usually WAY down below). The problem is will your mod re-enable these references? If not, then that is what you need to do.

*Should* my mod reenable the references? I don't even know what's going on anymore.

 

Hmm...I guess it depends? I've never looked really hard into how the buyable homes work, but I'm assuming that all the items for each area are parented to one item, which is then enabled/disabled via script when you purchase the upgrades. In this case, once they are undeleted, you probably need to set them to disabled, and then when you load the mod, the game ~should~ automatically detect whether or not that item has been enabled, set it properly, and then any items that should still appear will.

 

I think. Never tried it, but it follows from how I know stuff works.

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Ugh, I think I made it worse. I downloaded Tes4Edit selected "check for errors", went to the error messages for the deleted references, right-clicked on them to edit values, and unchecked "deleted". I thought this would undelete the stuff without hiding it, but instead the stuff doesn't show up in the game or in the CS anyway. So I re-checked "deleted" on those items but now Tes4Edit doesn't recognize them as errors and doesn't let me "undelete and disable references". (I click on it and it says, "[undeleting and Disabling References done] Processed Records: 0 Undeleted Records: 0 Elapsed Time: 00:00"

 

I think I really screwed it up this time. I think I'm totally screwed. I think I'm gonna cry.

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