Construction Set changes not working!

Post » Fri Jul 22, 2011 1:25 pm

Hi, I'm wondering if anyone here could help me with my problem. I am new to the forums and the construction set and modding. I have tried to look for a solution on other sites already but none of them seem to be the one that works for me or they don't provide enough information for me to utilize these solutions. So I made this account to help me. I made a new staff in the construction set and have put a custom mesh on it, I then loaded the basemant interior for Rindir's staffs in the ICMarket District in the render window and put my staff on the floor of the basemant. It appeared fine, the mesh was there but when I went to look for it in game (I made a new game) but it simply wasn't there. I explored the whole cell using the console (twf,tcl) and I still could not see it. I even found the editor ID for it in TES Construction Set and tried to use the console to add it to my inventory but It just didn't appear. I checked to see who else might have had this problem and many had had it and their solution was to check your using a version of oblivion up to date with your construction set. I am using oblivion version 1.2.0416 which is what it said I should use but I don't know what construction set version I'm using (if it makes a difference). It also said clean the mod but the instructions it gave where unclear and I could not follow them. If someone could give me clear instructions on how to clean the mod I would be most grateful, preferably without downloading any other programs because I downloaded so many in making the mesh itself. Thank you for looking to help me and please post if you do know anything that might help.

Sweepy
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NIloufar Emporio
 
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Post » Fri Jul 22, 2011 11:12 am

Did you activate your mod ESP under the data files option on the launcher?
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Cheville Thompson
 
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Post » Fri Jul 22, 2011 10:37 pm

Yes I did.
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Laura Richards
 
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Post » Fri Jul 22, 2011 4:20 pm

Several possibilities -

1. Staffs and other weapons sometimes fall through the floor - in which case it may be there but just not able to be found (even using TCL and going down it is hard to see a fallen weapon in the abyss ! ---- to test either load the mod in the CS and go to where you placed it and turn on a havok test (World - Run Havok Sim in the top bar ) and see if the staff stays where it was placed or falls OR make a new chest (change the id of an existing chest) and add your staff inside of the chest (drag and drop it from the item window to the chest inventory box) and place the chest in the cell (chests are static so will stay in place and thus will test whether the staff is just falling through the floor)

2. as mentioned be sure the mod .esp is activate and that you saved the .esp after placing the staff (sometimes you forget to save after placing an item if you had saved the .esp prior to that) --- also check that your data folder is not read-only in the windows OS ( VISTA and win7 will sometimes make folders read only so the CS can not save your file and may\may not give you an error notice)

3. Make sure you are in fact using version 1.2.0416 since using older versions will make mods made with the new version of the CS not show up in game !

4. If it still does not work package the .esp and other files (download TES4Files and let it package the .esp then 7zip or rar the resulting Data Folder and upload to a file share site ( 4Shared or similar) and post a link here so we can download and check for other possible problems.
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Heather Stewart
 
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Post » Fri Jul 22, 2011 7:57 pm

I do not think it is an issue of falling through the floor because the Havok Test worked fine and surely when I had used the "player.additem [editor ID] 1" it would have worked if it was in the game. I did not plan to upload it to a site unless it reached absolute perfection, I planned on it being something for my own use. I also do not know if I am legally permitted due to the fact it uses textures from other mods. If it is necessary I will look through the readme of these mods and if I am permitted I will upload it to Tes Nexus and give you a link. The .esp is checked and I definitely the version of oblivion both you and I mentioned earlier but I do not know what version of the CS I have if that makes any difference. Thank you for helping though you have been a great help so far, If you have any more ideas I would appreciate it.
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Princess Johnson
 
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Post » Fri Jul 22, 2011 11:04 am

I do not think it is an issue of falling through the floor because the Havok Test worked fine and surely when I had used the "player.additem [editor ID] 1" it would have worked if it was in the game. I did not plan to upload it to a site unless it reached absolute perfection, I planned on it being something for my own use. I also do not know if I am legally permitted due to the fact it uses textures from other mods. If it is necessary I will look through the readme of these mods and if I am permitted I will upload it to Tes Nexus and give you a link. The .esp is checked and I definitely the version of oblivion both you and I mentioned earlier but I do not know what version of the CS I have if that makes any difference. Thank you for helping though you have been a great help so far, If you have any more ideas I would appreciate it.


When you spawned it to your inventory did you properly change the first 2 digits to reflect the load order placement of the mod ? (in an id xxyyyyyy the first 2 digits refer to the .esp load order of the mod adding that item - it will show 01yyyyyy in the CS since you only have oblivion.esm and your .esp loaded but in game it will be the hex id of the .esp in your load order not 01 !)

IF you'd like instead of uploading the link publicly send me an E-mail with it attached to (EDIT : to remove address since it is no longer needed) and I'll look it over and delete it afterwards.

ALSO : you say it is from antother mod are you making a new copy of the item in your mod or loading the other .esp and editing it to create a new .esp ( One .esp can not change items from another .esp - you'd need to edit the first .esp directly or use mod deisolation to change the first mod to an .esm in order to allow editing of items from that mod directly )
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Pixie
 
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Post » Fri Jul 22, 2011 4:58 pm

Ah, well in fact I have a bit more than just the oblivion .esm and my .esp I have over 200 other mods installed, so I do not think it would be 01. I will send you the mod with my mesh and any others I use.
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JD bernal
 
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Post » Fri Jul 22, 2011 4:23 pm

Hang on I can't find my .esp in the data files that may the a problem! But when I saved it, it said the path was to my oblivion data directory it doesn't seem to have saved. I can't save it to another directory. But it still appears in the data file list weird..... I can't send it to you until I find it but when I do I will (via email).
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Bad News Rogers
 
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Post » Fri Jul 22, 2011 9:38 am

Ohhhh all this time it's been in the virtual store data files! I'll move them back and see if it works.
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Gisela Amaya
 
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Post » Fri Jul 22, 2011 7:38 pm

It's working now thank you for all your help that lead me on the right track though. When it's finished I'll email it to you if you like.
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Sebrina Johnstone
 
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Post » Fri Jul 22, 2011 11:01 am

It's working now thank you for all your help that lead me on the right track though. When it's finished I'll email it to you if you like.


No problem - glad to hear it is working now - Vista and Win7 and the virtual store can really mess things up at times - If it were me I'd rename the OB folders - uninstall and reinstall the game to a different location to avoid the redirecting to virtual folders (you evidently are using the default Program files folder) - and then move the originals back into the new install folder to avoid this problem in the future if you plan to keep modding things !
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Facebook me
 
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