Question for mod makers familiar with TES4edit/CS

Post » Wed Mar 30, 2011 1:21 pm

The mod Glenvar Castle has a glitch that somehow makes a levitating patch of water in the extreme south of Cyrodiil, between Deepscorn Hollow and Tidewater Cave. It took forever to figure out that it's Glenvar Castle causing this, which would NEVER have occurred to me (mainly because it's half a continent away from the actual castle) without going through my entire mod list and enabling/disabling it. Even if it's the only mod active on a fresh install it still makes a patch of floating water in that location..

I saw this message in a forum post regarding the situation: "If no Glenvar castle update is forthcoming, all you can do about the flying water is edit your copy of the Glenvar mod yourself, using TES4edit of the CS, if you have the skills. The wild edit is in cell 26,-42, setting the water height to 2000 "


I have absolutely no experience with the construction set. Can someone explain how this would be achieved? Is it a simple enough process that you could post instructions on how to do this, or even make a small compatibility patch? The original mod author stopped working on Glenvar Castle 2 years ago.


Thank You!
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Wed Mar 30, 2011 10:05 am

http://img694.imageshack.us/img694/7314/glenvar.jpg

Open TES4Edit, and navigate to where the picture indicates. You'll want to then right click on the part circled in red and tell it to remove it. It'll prompt to ask if you're sure you want to edit stuff, say yes, then simply close the program once the block is removed. It'll ask you to save the mod, make sure the box is checkmarked. That will remove the rogue water edit.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Wed Mar 30, 2011 7:10 am

Thanks for this... I also had that Floating water. Figured I would never figure it out so never bothered. Is this a know wild edit >?
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed Mar 30, 2011 2:01 am

Arthmoor, could he solve this as well just by doing a TES4Edit clean?
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Wed Mar 30, 2011 12:21 am

Arthmoor, could he solve this as well just by doing a TES4Edit clean?


No, because the automated cleaning process will only remove records which are green in the left window pane (because they are not edited at all), and which have no non-green sub-records below them. The cell had water height added where previously the height had been blank (default height), which turned the cell record yellow on the left. Wild/rogue edits will never be removed by the automated cleaning process, as they have actually been edited, while the cleaning process only removes unedited records which have slipped into an ESM or ESP by the naughty CS (use CSE to avoid this sort of naughtiness).
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Tue Mar 29, 2011 11:34 pm

CSE is not immune to dirty edits though. Yes, it reduces their chance by quite a bit, but it's still possible to get them.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Wed Mar 30, 2011 5:23 am

http://img694.imageshack.us/img694/7314/glenvar.jpg

Open TES4Edit, and navigate to where the picture indicates. You'll want to then right click on the part circled in red and tell it to remove it. It'll prompt to ask if you're sure you want to edit stuff, say yes, then simply close the program once the block is removed. It'll ask you to save the mod, make sure the box is checkmarked. That will remove the rogue water edit.


Thank You! This is exactly what I was looking for =) I removed the entry for 000621B under sub-block 3, -6, which has the actual water height reference. There were other entries under that sub-block as well (one for tidewater cave, and a couple others) so i figured it wouldnt hurt to *only* remove the water reference from the cell in question. I checked oblivion and the water is gone now. Would it be wise to go back in to tes4Edit and remove all of block 0, -2 like your picture indicates, instead? I'm just worried about messing with too much stuff and breaking something in the mod..

Again, thank you for your help!
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Tue Mar 29, 2011 10:32 pm

I ran the http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide on the file first before looking at it, and that node was the only thing left there.
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Wed Mar 30, 2011 1:25 am

I ran the http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide on the file first before looking at it, and that node was the only thing left there.


Is the "regular cleaning process" recommended (i.e. guaranteed not to break anything) to use on most mods? If so I'll run it on my full list.. if not, I'd rather not mess with anything.. I guess I could archive my oblivion install first in case anything bad happens though..
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Mar 30, 2011 11:26 am

Yes, it's generally quite safe. I'd strongly recommend reading the CS wiki page though to get familiar with why it's necessary and what to expect from it.
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Wed Mar 30, 2011 12:58 am

Cleaning lists have now been updated to draw attention to this.

Thanks. :)
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed Mar 30, 2011 12:46 am

Yes, it's generally quite safe. I'd strongly recommend reading the CS wiki page though to get familiar with why it's necessary and what to expect from it.


I assume the wiki you're talking about is the one linked in your previous post? (http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide)

I'll check it out, thank you. Your help has been more than generous.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm


Return to IV - Oblivion