MalorAwesome Posted April 5, 2020 Share Posted April 5, 2020 (edited) The point is simple: I create any object in the world, or simply duplicate an existing one, arrange it as I need, and then close the CK. Note: This is about x64 CK, on SE. I go into the game. The object or objects are where I located them. Visually displayed and everything with this. When I open the CK again, the objects in the CK itself are no longer displayed visually. Therefore, there is no way to select and change them. SSEEdit shows that there are entries about this object in the ESP. What could be the problem? I use vanilla objects, not mods. I apologize if this problem has already been highlighted. If it already exists, and there is a solution, please give a link. Edited April 5, 2020 by MalorAwesome Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 6, 2020 Share Posted April 6, 2020 Wow! Never had this problem. What kind of objects? If they are, for example, patrol idle markers, and you've inadvertently hit 'm' the last time you were in CK, that will hide markers and the setting is saved from one session to another. Hitting 'm' again in the new session should restore them. You could also try hitting 'F5' to refresh the render window. Link to comment Share on other sites More sharing options...
MalorAwesome Posted April 7, 2020 Author Share Posted April 7, 2020 Any object. Whatever I put: marker, statics, character, whatever, after I close the CK and open it again - any changes disappear. Yes, here the problem, it turns out, is not in the visual display, but in the fact that any changes made to the ESP are not saved, no matter how I try to save (Shift + S, either through the diskette icon, or through the menu -> save. . Changes are not recorded and disappear) Wow! Never had this problem. What kind of objects? If they are, for example, patrol idle markers, and you've inadvertently hit 'm' the last time you were in CK, that will hide markers and the setting is saved from one session to another. Hitting 'm' again in the new session should restore them. You could also try hitting 'F5' to refresh the render window. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted April 7, 2020 Share Posted April 7, 2020 Do you by any chance have any other programme accessing the esp file? I've come a cropper a few times when xedit has the esp open and the CK looks like it saves but doesn't.Perhaps this would happen even if the esp were for some odd reason set read-only? diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 7, 2020 Share Posted April 7, 2020 Are you loading the ESP in question as the active plugin? If not, the changes will not be saved.Are you trying to make changes to an ESP and save those in a patch plugin? If so, the parent ESP needs to be considered an ESM by the CK otherwise the changes will not be saved. Link to comment Share on other sites More sharing options...
MalorAwesome Posted April 7, 2020 Author Share Posted April 7, 2020 (edited) Are you loading the ESP in question as the active plugin? If not, the changes will not be saved.Are you trying to make changes to an ESP and save those in a patch plugin? If so, the parent ESP needs to be considered an ESM by the CK otherwise the changes will not be saved.Yes, it's a bit of a patch.Before this incident, all the master files were esp, and everything worked perfectly ...So, do I need to translate all 10+ ESP plug-ins into an ESM so that the changes are taken into account? Do you by any chance have any other programme accessing the esp file? I've come a cropper a few times when xedit has the esp open and the CK looks like it saves but doesn't.Perhaps this would happen even if the esp were for some odd reason set read-only? dizietESP is not set to Read Only. When I open through CK, other programs do not use ESP, only CK. Edited April 7, 2020 by MalorAwesome Link to comment Share on other sites More sharing options...
dizietemblesssma Posted April 7, 2020 Share Posted April 7, 2020 Before this incident, all the master files were esp, and everything worked perfectly ...So, do I need to translate all 10+ ESP plug-ins into an ESM so that the changes are taken into account? As regards esmifying esps, ever since I installed SSE CreationKit Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061; I've not had to worry about that (can't remember if I had to enable in the accompanying ini file). And load times are way quicker. Not saying it's the thing for you, but for me it's been great. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 7, 2020 Share Posted April 7, 2020 Are you loading the ESP in question as the active plugin? If not, the changes will not be saved.Are you trying to make changes to an ESP and save those in a patch plugin? If so, the parent ESP needs to be considered an ESM by the CK otherwise the changes will not be saved.Yes, it's a bit of a patch.Before this incident, all the master files were esp, and everything worked perfectly ...So, do I need to translate all 10+ ESP plug-ins into an ESM so that the changes are taken into account?If you are modifying the records in one plugin to save in a separate plugin, then the first plugin needs to considered by the CK as a master file. The extension does not get changed but rather the internal bit in the header section of the plugin file itself needs changed to indicate that it is a master file. It is a method known as "false flagging". Wyre Bash has the ability to change this by right clicking on the desired plugin and selecting 'esmify' (but may only work for 32 bit plugins as I never had cause to try it with 64 bit plugins). TES5Edit / SSEEdit has the ability to change this by modifying the correct entry in the header section of the plugin. That said, after changing this flag value your mod managers will move these affected plugins to the top of the load order with the other master files. You can do your work in the Creation Kit but when it comes time to testing in game you need to reset the flag on each plugin and correct your load order. Thus it is best to do this type of work with the bare minimum needed. I've heard of the SSE Creation Kit Fixes and it supposedly can resolve this as well. However, I have never used it and cannot attest to its effectiveness. It may be worth a try as well. Link to comment Share on other sites More sharing options...
MalorAwesome Posted April 7, 2020 Author Share Posted April 7, 2020 (edited) Before this incident, all the master files were esp, and everything worked perfectly ...So, do I need to translate all 10+ ESP plug-ins into an ESM so that the changes are taken into account? As regards esmifying esps, ever since I installed SSE CreationKit Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061; I've not had to worry about that (can't remember if I had to enable in the accompanying ini file). And load times are way quicker. Not saying it's the thing for you, but for me it's been great. I also have SSE CreationKit Fixes. Are you loading the ESP in question as the active plugin? If not, the changes will not be saved.Are you trying to make changes to an ESP and save those in a patch plugin? If so, the parent ESP needs to be considered an ESM by the CK otherwise the changes will not be saved.Yes, it's a bit of a patch.Before this incident, all the master files were esp, and everything worked perfectly ...So, do I need to translate all 10+ ESP plug-ins into an ESM so that the changes are taken into account?If you are modifying the records in one plugin to save in a separate plugin, then the first plugin needs to considered by the CK as a master file. The extension does not get changed but rather the internal bit in the header section of the plugin file itself needs changed to indicate that it is a master file. It is a method known as "false flagging". Wyre Bash has the ability to change this by right clicking on the desired plugin and selecting 'esmify' (but may only work for 32 bit plugins as I never had cause to try it with 64 bit plugins). TES5Edit / SSEEdit has the ability to change this by modifying the correct entry in the header section of the plugin. That said, after changing this flag value your mod managers will move these affected plugins to the top of the load order with the other master files. You can do your work in the Creation Kit but when it comes time to testing in game you need to reset the flag on each plugin and correct your load order. Thus it is best to do this type of work with the bare minimum needed. I've heard of the SSE Creation Kit Fixes and it supposedly can resolve this as well. However, I have never used it and cannot attest to its effectiveness. It may be worth a try as well. As I said earlier, before this problem, all plugins were ESP (except Vanilla). SSE CreationKit Fixes I also have a very long time. Everything looks as if when I load the ESP, the CreationKit itself deletes the changes made earlier ... Maybe it sounds silly, but it seems to me. Because, as I indicated earlier, when I make changes, save the plugin and start the game, then all changes are present (whether it is the changed Terrain geometry, or the added buildings \ objects \ NPCs). This is something beyond understanding. Could the ESP file have some kind of “damage” that erases the records? By the way, when I make changes to the same ESP through TES5Edit / SSEEdit, they are also saved and displayed. Edited April 7, 2020 by MalorAwesome Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 7, 2020 Share Posted April 7, 2020 What mod manager are you using? I am wondering if the issue might not be caused by an accidental overwrite of the files in question with an earlier version. Link to comment Share on other sites More sharing options...
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