LostBoyLazarus Posted May 3, 2020 Share Posted May 3, 2020 I'm (slowly) learning how to use the CK. I'm working with Breezehome to make some minor adjustments to the placement of objects - removing the firepit, adding a fireplace, relocating the chairs etc. On paper, its all working well, however when I close down CK and reload later, three FX objects that I deleted (smoke for the firepit) have returned! I've triple checked that I'm doing things by the book (as far as I can tell) yet every time I reload CK and check in-game, these three effects have returned and are continuing to function. I've tried replacing them with an object, moving them elsewhere in the cell, shrinking them etc but they keep coming back. Any ideas? PS: I hope that isn't too vague? I've been up for hours and really should get some sleep lol. Link to comment Share on other sites More sharing options...
maxarturo Posted May 3, 2020 Share Posted May 3, 2020 (edited) Don't use a 'Save File' to test/check your mod especially when you are constructing a cell, 'Save Files' retain info/data on every object's position - location - quantity in that cell. When constructing a cell always 'COC' to that cell to check/test your progress, or use a save file (if necessary) that has never enter/seen that cell, so the save file has no info on that cell. 'Save Files' should only be used for testing quests or scripted scenes or heavy scripts, in this cases the same principle applies, use a save file that hasn't seen your mod. Edited May 3, 2020 by maxarturo Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted May 3, 2020 Author Share Posted May 3, 2020 Don't use a 'Save File' to test/check your mod especially when you are constructing a cell, 'Save Files' retain info/data on every object's position - location - quantity in that cell. When constructing a cell always 'COC' to that cell to check/test your progress, or use a save file (if necessary) that has never enter/seen that cell, so the save file has no info on that cell. 'Save Files' should only be used for testing quests or scripted scenes or heavy scripts, in this cases the same principle applies, use a save file that hasn't seen your mod. Firstly, thanks for the reply. I genuinely appreciate it. Now I'm more awake, maybe I can explain a bit better :) I'm trying to modify Breezehome to remove the firepit and replace it with a fireplace. I set masters as skyrim.esm, update.esm, dawnguard.esm, hearthfires.esm, dragonborn.esm and enhancedlightsandfx.esp. I chose to use ELFX because I wanted the dust/light ray things that are added to the roof gaps. When doing my changes, I needed to remove three objects: FXSmokeSmokeLg1x1, FXSmokeSmokeLg1x1 and FXSmokeWispsLg1x1Adjust. These three are all above the now, non-existent firepit. I remove them as I would any other object and save my mod. I close the CK and when I next boot up my mod in the CK, those objects files are back. As a test, I booted up just ELFX via the CK and moved those three objects to elsewhere in the cell (outside of the house). When loading up my mod again, the objects were where I placed them :wallbash: What is confusing me is that surely my mod - having deleted the objects - should take precedence and stop ELFX from adding these objects in? Any advice on that please? Link to comment Share on other sites More sharing options...
cumbrianlad Posted May 4, 2020 Share Posted May 4, 2020 I thought you were not editing a vanilla cell... there was no smoke FX above the firepit in my vanilla Breezehome when I checked it last night. I can't answer the question about how another mod is over-writing your changes, but I would offer this bit of advice. It is always better to move or disable vanilla/modded items rather than deleting them, which can cause all sorts of problems. Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted May 5, 2020 Author Share Posted May 5, 2020 I thought you were not editing a vanilla cell... there was no smoke FX above the firepit in my vanilla Breezehome when I checked it last night. I can't answer the question about how another mod is over-writing your changes, but I would offer this bit of advice. It is always better to move or disable vanilla/modded items rather than deleting them, which can cause all sorts of problems.I made a duplicate of the Breezehome cell and started there. Its possible that the smoke FX was added by the ELFX mod, which I was using as a master. I will probably just start from scratch without ELFX and get it right. Link to comment Share on other sites More sharing options...
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