Deleting the Mage's Guild!

Post » Sat Nov 07, 2009 5:22 pm

I've been totally re-doing Wolverine Hall, this is like my 4th time over the years with doing projects of the Hall. I think it's terrific 'bones' so far, but I have a lot of RP to think back on. I know other people, Wyre especially, did extensive modding of that. I can't find his mod though. Imperial fortresses are so dull. I am going to give it some tales to tell, and stuff.

I down loaded a Mage's Guild mod and used that for a while, even started modeling around that mod. Then I decided I wanted my own expanded guild floor. I didn't move the NPCs though. I haven't liked changes on that scale. I did remove the floor under some of them and put imp sm entries for nether parts of this Esher castle (MW mods can be like that). I suppose that would work, changing the floor under NPCs.

Then I mailed the wrong file to my not networked computer, :facepalm: now I have 1/5 of the work in limbo. Is there a tool or a way to replace the unwanted cell with my new version? Or is there a way to take the contents of a cell and load them back up? I am not sure how that works.


At one point, I actually did delete the Sadrith Mora Mage's Guild and renamed a new (MW's default: cloned) version to there, I still don't know if that would even work. Can you rename a cell and put something like another version there? Just curious.
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Marine Arrègle
 
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Post » Sat Nov 07, 2009 11:12 pm

Is there a tool or a way to replace the unwanted cell with my new version?

The CS. Either copy/paste your objects into the cell, or just change the DoorMakers that lead into the cell.
Or is there a way to take the contents of a cell and load them back up?

Do you mean, revert the cell back to it's original state? TESAME or Enchanted Editor can remove any changes you've made.
Can you rename a cell and put something like another version there? Just curious.

Yes.
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Robert Garcia
 
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