Mystery?

Post » Mon Sep 19, 2011 7:05 pm

Ok the story so far......

I made some meshes and placed them in my mod within a room. I then moved them around the room a little to place them and saved the mod......

When I reload the mod the room is snap shotted!! As if TESC remembers how things were before and then puts stuff over the top after being moved.

(even original meshes that were deleted have returned to their original position not just the new meshes...)

I have cleaned the mod with GMST cleaner and it doesnt fix the problem, I have also tried TESAME and that fails also.

I went to the extreme of deleting the meshes completely that I had added and they still come back after loading the mod in again >.<

i.e. Save mod with 2 chairs in the room, load back in and it had 4 chairs (2 in the original position before I moved them)

This only happens with 4 or 5 items the rest of the room is ok!

Gah...pictures speak a 1000 words

I save this; http://i1205.photobucket.com/albums/bb431/Simon_Griffiths/before.jpg

Reload and get this....http://i1205.photobucket.com/albums/bb431/Simon_Griffiths/after.jpg
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Manny(BAKE)
 
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Post » Mon Sep 19, 2011 6:41 pm

TESC may not remember where the stuff was before you moved it, but your saved game will. It appears that you saved the game in the cell that you are modifying. When that is the case, your save preserves the record of references in that cell. Your mod then adds them anew and 'doubling' results. It is not your mod that requires cleaning, but the saved game (Wrye's Mash is a useful utility for doing that, although there are others). The time-honored approach to mod testing is to use a 'fresh' save - one that was made without the mod installed (or at least made before the player visits the cell for the first time).
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Alyna
 
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Post » Mon Sep 19, 2011 8:32 am

TESC may not remember where the stuff was before you moved it, but your saved game will. It appears that you saved the game in the cell that you are modifying. When that is the case, your save preserves the record of references in that cell. Your mod then adds them anew and 'doubling' results. It is not your mod that requires cleaning, but the saved game (Wrye's Mash is a useful utility for doing that, although there are others). The time-honored approach to mod testing is to use a 'fresh' save - one that was made without the mod installed (or at least made before the player visits the cell for the first time).


No mate, I don't have a saved game this is the editor and nothing else. I "sort of" solved the problem or at least made a comprimise with TESC
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Dustin Brown
 
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