Odd modding problem

Post » Wed Nov 10, 2010 7:35 am

So I've been using this mod, Battlehorn Castle Enhanced (an addon to the Battlehorn Castle DLC.) I want to tweak it a little bit--I'm a book collector, and I want to turn the main bedroom off the library into an additional book room for all my books!) but for some reason, the CS won't let me tweak it at all. Well it does, but then it crashes and corrupts the plugin. I've tried loading it all sorts of ways--with Battlehorn DLC, without, making it the active file, creating a whole NEW plugin that modifies the place the way I want, but it just won't work--everything is fine, it even saves, but then when I try to exit the CS it crashes and either the changes don't take, or the plugin gets corrupted. I even tried merging the two plugins, to horrible results lol.

Here's the REALLY weird part: I even tried using the "disable" console command to clear out the room of all the stuff I don't want that way (I figured I can use another mod to place shelves there later), but the disable command doesn't work! Any time I select anything in there and try to disable it, it just doesn't delete.

Can anyone help me and tell me what's going on here, and how I can clear out that room? I have very limited knowledge of TESGeko, and I tried (and failed) to use Wrye Bash, so I dunno...

Help me guys! You're my only hope!


(On a totally unrelated note, does anyone know of a mod that simply adds a wayshrine marker to the Shrine of Kynereth in KOTN? It annoys me that that's the only shrine in my game that's unmarked. ...Or if someone knows how to add markers in the CS, I'm happy to make my own mod; I haven't been able to figure out that particular function on my own.)
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Stu Clarke
 
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Post » Wed Nov 10, 2010 7:01 am

>Static >MapMarker
Drag it to the render window, double-click it and set its properties on the tabs.
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Josephine Gowing
 
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Post » Wed Nov 10, 2010 12:28 am

When you are loading the BattleHorn Enhanced .esp as the active mod are you also changing the original battlehorn.esp into a master file ( .esm ) -- in order to make changes in one .esp that are going to effect another .esp you need to deisolate the first .esp and change it to an .esm master file ! -- otherwise the changes will not work.
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Cheville Thompson
 
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Post » Tue Nov 09, 2010 11:54 pm

When you are loading the BattleHorn Enhanced .esp as the active mod are you also changing the original battlehorn.esp into a master file ( .esm ) -- in order to make changes in one .esp that are going to effect another .esp you need to deisolate the first .esp and change it to an .esm master file ! -- otherwise the changes will not work.


You know, I hadn't been trying that, but I just did--I changed the original Battlehorn to an .esm, and set Enhanced as the active .esp. Still no dice--behaved the same as before. Everything seemed fine, but then when I try to exit out of the editor, it crashes and corrupts the file. I don't get it.

I'm still super stumped by the fact that the console command doesn't work to disable things in game...why on earth would that be?
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Charlotte Lloyd-Jones
 
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Post » Wed Nov 10, 2010 8:51 am

I'm still super stumped by the fact that the console command doesn't work to disable things in game...why on earth would that be?

Some references cannot be disabled.
I have seen it where I disable a vanilla object in a mod and the game will CTD instantly if that mod is loaded. I un-disable the objects and the mod works again.

What you are probably seeing is this. You are trying to disable an object that gets its 'enable state' from another object. So, you disable it, but its enabled instantly because it gets its enable state from the parent object.
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Rhi Edwards
 
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Post » Wed Nov 10, 2010 6:03 am

Some references cannot be disabled.
I have seen it where I disable a vanilla object in a mod and the game will CTD instantly if that mod is loaded. I un-disable the objects and the mod works again.

What you are probably seeing is this. You are trying to disable an object that gets its 'enable state' from another object. So, you disable it, but its enabled instantly because it gets its enable state from the parent object.


Ah, alright. That makes sense. That's a shame, I don't think my limited modding comprehension is enough to fix that without screwing things up entirely. Ah well, at least I know *why*. That was bugging the hell out of me. Thank you!
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Isaac Saetern
 
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Post » Wed Nov 10, 2010 11:48 am

(On a totally unrelated note, does anyone know of a mod that simply adds a wayshrine marker to the Shrine of Kynereth in KOTN? It annoys me that that's the only shrine in my game that's unmarked. ...Or if someone knows how to add markers in the CS, I'm happy to make my own mod; I haven't been able to figure out that particular function on my own.)


I believe that's fixed in the UOPS for DLC's. Check the thread in the mods forum.

And in terms of the changes you're trying to make, the easiest way to fix it is to simply move the stuff out of the cell. It's not disabled, but it's outside the cell so that it's not visible. With the Battlehorn DLC, you have stuff that is in the pre-fixed state, then once you purchase the upgrades, the previous stuff gets disabled and the new stuff enabled. Any changes you make need to work with that mechanic. I don't want to get into all the detail here, but it's pretty much like WillieSea said. In the case of Battlehorn, the process occurs when you purchase the bedroom upgrade, so you need to make sure your changes will work when that trigger fires, basically.

The UOPS that I mentioned above also has a couple of fixes for Battlehorn Castle - one being that it replaces the desk with the version that you can actually open, rather than the static version the DLC gives you. We fixed that by simply swapping the reference in TES4Edit. The form ID stayed the same, but it actually referenced a different object. The game doesn't know the difference :)
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Leanne Molloy
 
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Post » Wed Nov 10, 2010 4:46 am

We fixed that by simply swapping the reference in TES4Edit. The form ID stayed the same, but it actually referenced a different object. The game doesn't know the difference

I believe you can do the same thing in the CS using the 'Search and Replace' toolbar option. It just replaces the NIF used by the form id.
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Steven Nicholson
 
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