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Help With ESM and Moving a Temporary Object to Another Cell


nt5raham

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I'm using SSE Edit to modify an ESM. I have moved a temporary object from one exterior cell to an adjacent exterior cell. I'm seeing the following behavior:

  1. If I walk to the original cell, the object is still there as if I did not change anything.
  2. If I save in the original cell and simply reload the save, the same thing happens.
  3. When clicking on the object using More Informative Console in either 1. or 2. it says Skyrim.esm was the last to modify it, not my modified ESM.
  4. If I save in the original cell, QTD, then start the game with that save, the object is not in the original cell but has been moved to the correct location in the adjacent cell.
  5. The same thing happens if I move a significant distance away from the original cell and reload the save. The object has been moved to the correct location in the adjacent cell.
  6. The same thing happens if I teleport to the original cell. The object has been moved to the correct location in the adjacent cell.
  7. When clicking on the object in 4. 5. or 6. it says my ESM was the last to modify it (as expected).
  8. In SSE Edit, in all cases, the only two plugins modifying this FormID are Skyrim.esm and my modified ESM. There are no ITMs or other plugins trying to overwrite.
  9. This behavior is consistent across several objects, not just one. Every time I try to modify an ESM to move a temporary object to an adjacent cell, this same scenario repeats.
  10. I have confirmed in my modified ESM that the FormIDs of the moved objects do appear in ONAM - Overridden Forms (otherwise, they would not be moved when I load a saved game or teleport)
  11. None of these objects are flagged Initially Disabled nor XESP - Set Enabled State to Opposite of Parent.
  12. I can create a patch plugin (ESP-ESL) and the problem is corrected in all cases.
  13. I want to keep these in an ESM if possible so it will continue to treat temporary objects as temporary and not persistent (as an ESP would do and as the patch plugin is doing).

Is there a flag I need to set or some other modification to make in order for Bethesda's engine to pick up on these changes so they will load properly when walking to an area/cell?

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