The Drunken Dragon Inn is gone. News at 11.

Post » Wed Sep 01, 2010 9:04 pm

The reference ID for the building is 00031388. It's door is 00031387. The sign is 00054422.

To get them back, you need to do this in console:

prid
enable

That will get you the building and door back and should allow you to enter the interior.

I guess I should be glad I never used that inns mod, I was considering it, but deleting things the way it did is not the proper way to handle building swaps.

I just went to the DDI and it was missing from my game - must have installed the mod, although I don't recall doing it :(

I tried your refs to restore it and only the door got restored (better than nothing - at least I can get inside).

Any idea why the other references azre not working for me and how I might establish what they are?

Many thanks for any help.
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asako
 
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Post » Wed Sep 01, 2010 2:13 pm

Where did you get the refIDs? Because I have a feeling that if he messed up on this inn, he may have messed up on others, and I don't want to go bothering you for more numbers in order to get back the original inns.


From the CS. I had it open at the time and it was faster to get them that way than by firing up TES4Edit to get them the other way. I'd wager that the Drunken Dragon may not be the only location affected either. No idea if the interior is in the same shape.

I just went to the DDI and it was missing from my game - must have installed the mod, although I don't recall doing it :(

I tried your refs to restore it and only the door got restored (better than nothing - at least I can get inside).

Any idea why the other references azre not working for me and how I might establish what they are?

Many thanks for any help.


If the building and sign won't reappear, that suggests they're still being parented to another reference somewhere that's still disabled. When that's the case, the console can't re-enable them.

If that's not what's going on, I've got no idea. I've never had the prid/enable trick fail on things like this that aren't using enable parents. Unless the references are deleted in another mod you have running.
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no_excuse
 
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Post » Wed Sep 01, 2010 7:03 pm

If the building and sign won't reappear, that suggests they're still being parented to another reference somewhere that's still disabled. When that's the case, the console can't re-enable them.

If that's not what's going on, I've got no idea. I've never had the prid/enable trick fail on things like this that aren't using enable parents. Unless the references are deleted in another mod you have running.

Many thanks for taking the time to respond - much appreciated.

I just tried removing Tavern Goers (was the only mod I could think of that might be related), but still no luck.

Is there any way to find out which mod it might be or doesn't it work that way? For example, if I removed all mods, would I still get the same problem because it is save game related?
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Euan
 
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Post » Wed Sep 01, 2010 2:13 pm

Surazal,

When I first tried PRIDing them, only the number for the door worked. But when I went back to the site of the Inn (door) and PRIDed the other two numbers, they both worked, too. I can't explain why they only worked in the same worldspace, but you might give that a try.
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Michael Korkia
 
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Post » Wed Sep 01, 2010 8:01 pm

Surazal,

When I first tried PRIDing them, only the number for the door worked. But when I went back to the site of the Inn (door) and PRIDed the other two numbers, they both worked, too. I can't explain why they only worked in the same worldspace, but you might give that a try.

Many thanks for that - I now have the DDI restored :)

Went inside and noticed that there is no inn keeper or people - will have to try and figure out which NPCs should be there and enable them as well.

Was this the same for you?

Edit:
After checking, it is fine - the publicasn was killed as part of a quest and there is an imperial guard in the Inn - so looks like all is working well :)

Edit2:
Now I needs to find a mod that adds a new publican ;)
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Elizabeth Davis
 
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Post » Wed Sep 01, 2010 3:07 pm

I found another side-effect of this mod. It changes the name of J'Ghasta's house to Ivan Beauvais's house and removes the secret trap door inside the house.

I was able to restore the secret trap door using Prid 661CB and then Enable.

I can't figure out how to restore the original name of the house - any ideas?

Is there any way in which I could take the original mod and create a mod from it that restores everything so that my save game doesn't carry forward changes from a mod that isn't even installed?

Hope the Ivan info helps even if there isn't a way to get rid of the mod's changes.
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Yvonne
 
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Post » Wed Sep 01, 2010 7:49 pm

setcellfullname BrumaJGhastasHouse "J'Ghasta's House"

Exactly as listed, including all of the quote marks.

That mod really needs a reversal script if it's making those kinds of changes.
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Stephanie Kemp
 
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Post » Wed Sep 01, 2010 12:46 pm

Many thanks Arthmoor - Ivan is finally gobe :)

I do agree about a reversal script.
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Chantel Hopkin
 
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