Doors stuck after removing imperial city pack

Post » Sat May 28, 2011 10:31 pm

After a while, i found that using redbag's imperial city pack was too heavy for my computer, so i decided to remove it. only one problem... after removing it, all the doors that were moved by the mod were stuck in the place where redbag placed them. i can still access buildings (i still can see a little piece of the door which i can activate) but it just looks ugly. does anyone know what made that happen, and if so, how to fix it? i tried using other imperial city retexturing/beautifying mods, because they would perhaps place the doors in the right place, but they didn't. also i started a new game, and the doors stood in the right place, but when loading my older savegame, they didn't.

Here's my LO (clintmichs beautiful imperial city and impereal city weren't in my installation at the time i had redbag's installed):
Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  ScreenEffects.esm03  You Are Here.esm04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.35]0C  Artifacts.esm  [Version 1.1]0D  Kvatch Rebuilt.esm0E  Open Cities Resources.esm  [Version 3.5.3]0F  Progress.esm  [Version 2.2]10  CM Partners.esm11  Unofficial Oblivion Patch.esp  [Version 3.2.10]12  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]13  Oblivion Citadel Door Fix.esp14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  Fran_Lv30Item_Maltz.esp1D  FranOBSEConfig.esp  [Version 0.5]1E  LoadingScreens.esp1F  Natural Selection.esp  [Version 1.0]20  Rainbows.esp21  WindowLightingSystem.esp22  AmbientDungeons.esp  [Version 1.3]23  Akatosh Mount By Saiden Storm.esp24  Display Stats.esp  [Version 1.2]++  Item interchange - 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User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Sat May 28, 2011 6:00 pm

That unfortunately is what will always happen when removing a mod which repositions persistent objects (such as doors) from an existing game. The position of persistent objects will be stored permanently in your game-saves the instant the object is first loaded into memory. If a mod relocates that object before it has been loaded into memory for the first time, then this is the location it will appear in. If that mod is then de-activated, the persistent object will remain in the position the mod has placed it in. The only way to avoid this is if the mod disables the original object and replaces it, so that when the mod is de-activated, the replacement disappears and the original disabled object will be restored unmoved.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Sat May 28, 2011 10:44 am

so there's no way to fix it, except making my own mod in cs, where i move the doors a little, or removing the doors and placing my own doors?
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Sat May 28, 2011 2:10 pm

There are two ways to fix it, both require using the CS, and one way doesn't always work.

You can: create your own mod (don't have any ESPs active in the CS), find each of the related doors, duplicate that door, then disable and unlink the original door - you will also need to check whether anything in the vanilla game references those doors, and might need to redirect those references (TES4Edit is the best tool to find references). If you're not experienced with using the CS or TES4Edit, then this is risky as you could break something in-game.
OR
Find each of the related doors (don't have any ESPs active in the CS), note down each one's XYZ positional/rotational coordinates, then return to the game, approach each door in turn, open the console, click on the door in front of you, and use "setpos x ###" "setpos y ###" "setpos z ###" to reposition it back to vanilla, and possibly "setangle x ###" "setangle y ###" "setangle z ###"
After repositioning a door, you will most likely have to leave the worldspace/interior cell the door is placed in and return for the door to be usable, but this should place the door back where it belongs. However, with some objects, repositioning using the console doesn't work (I think this only has problems with havoked objects such as swinging signs and chain-hanging lights).
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sun May 29, 2011 12:26 am

ok thanks, but how do i get the XYZ coordinates in cs? im real cs noob
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Sat May 28, 2011 1:55 pm

Find each door and double-click on it. This will open the Properties window for the door, which displays the coordinates. Don't bother going more than two spaces past the decimal. 1000023.34244, just use 1000023.34 in the console.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Sun May 29, 2011 2:27 am

ok thx, i think i can do that :P

i just need to make a map with the doors that aren't in the correct place (cause some doors are in the correct place...)
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm


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