"Reference attatched to wrong cell for its location.&#34

Post » Mon Dec 05, 2011 11:13 am

I'm continuing work on a new world space, creating a city. A few days ago the CS gave me an error when I loaded it up: "Reference attached to wrong cell for its location" and mentioned a tree in some cell, like 0,2. I wasn't sure what the problem was, so I deleted the trees in that area, saved and loaded my esp back up. It gave me the same error message so I deleted ALL the trees in my worldspace and put them back in one by one. That did the trick and the error message went away.

Now today, I get another one about stone wall posts. I'd do the same thing I did before, but it took me forever and a day to get all my walls properly aligned and looking good. Can anyone tell me why this is happening, and what I can do to fix/prevent it? Is opening your mod up in-game while the CS is also running a no-no? (Note: I don't make any changes or saves in the CS while oblivion is running).

What it's telling me exactly:

[img]http://img844.imageshack.us/img844/2827/oblivionproblem.jpg[/img]
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Mon Dec 05, 2011 11:19 am

This tends to happen when you are working close to cell borders. Specifically, it occurs when you drop something like a rock into the render window and the cs records that ref as being in one cell then, in placing it you scoot it over the border of the cell into the neighboring cell. So you end up with the record in one cell and the actual object in another. One way to avoid this is to press B when working in the CS to show you where the cell borders are and then, avoid dropping things across cell borders. :nod:

Once you have one, this is not necessarily a bad thing, the messages on load up can be annoying, but in some cases, you can't move the object, you need or want it where it is even though it's causing the error; it's generally okay to leave it. If that's not the case and you can move it, delete it, save, reload your mod and then replace the object in one cell or the other and that should get rid of the error message. The trick is making sure you are deleting the right ref. Some folks have an easier time removing these troublemakers in TES4Edit.

It's perfectly fine to go in game and test while your mod in loaded in the CS. If your rig can handle the multitasking workload, go for it. :)
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Mon Dec 05, 2011 12:17 am

Thank you so much! This was really puzzling me :stare:
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Mon Dec 05, 2011 1:10 pm

I have this quite often in my Sheogorad mod since I'm doing all the landscaping for ~700 cells by hand. I clean these errors out once there are too many of them (would have dozens if not hundreds of errors by now if I wouldn't have done this). What you need to do:

1. Write down the type of object (eg StoneWallPost01), the reference ID (NOT the form ID, in your case the correct one is 01010B03) and the cell coordinates (eg cell 0, 3). Do this for each object.

2. Go to the cells and look for the objects in the cells adjacent to the cell coordinates you have. They're usually very close or directly on the cell border, but not in the cell the CS told you. If the CS says cell 0, 3 the object will not be in that cell, but in any of the adjacent cells close to the border. Double-click on objects that are the possible culprits and check their reference ID.

3. Once you have found the right object with the right reference ID delete it and directly place the same object again by dragging it into the render window. Obviously make sure that you drag it into the cell where you want to place it.

I do this once I get 5-10 errors of this type. Takes about 10 minutes to clean up everything each time.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm


Return to IV - Oblivion