Why aren't my containers moving in game?

Post » Sun Mar 14, 2010 7:03 pm

I have been adding some stuff to a mod I'm tinkering with, but when I move a container I added several days ago in the CS, save and load it up in game to see how it looks it's still where it was originally - not the new position. I went to another cell and waited 4 days thinking the cell needed to reset or something, but the problem remains. This is wierd, lol. This didn't happen with the GECK, so I'm at a loss.
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Mon Mar 15, 2010 6:14 am

I have been adding some stuff to a mod I'm tinkering with, but when I move a container I added several days ago in the CS, save and load it up in game to see how it looks it's still where it was originally - not the new position. I went to another cell and waited 4 days thinking the cell needed to reset or something, but the problem remains. This is wierd, lol. This didn't happen with the GECK, so I'm at a loss.


I guess the container is a persistent reference. The position of persistent references is stored in the savegame. You need to load a save that was made before you put the container into the game world and it will show up where you moved it.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Mon Mar 15, 2010 10:44 am

I guess the container is a persistent reference. The position of persistent references is stored in the savegame. You need to load a save that was made before you put the container into the game world and it will show up where you moved it.

Thanks, but not persistent. Just plain old simple vanilla crate I made new forms for. Nothing special, no scripts or anything, just your basic storage crate.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Mon Mar 15, 2010 10:08 am

Thanks, but not persistent. Just plain old simple vanilla crate I made new forms for. Nothing special, no scripts or anything, just your basic storage crate.


Just to be on the safe side give it a try. Load a savegame you made before you started working on your mod and go to the cell where the crate is.

And it is not a vanilla crate that existed in the original game? You've made a new form and dragged the crate into the render window, right?
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Sun Mar 14, 2010 9:40 pm

Just to be on the safe side give it a try. Load a savegame you made before you started working on your mod and go to the cell where the crate is.

And it is not a vanilla crate that existed in the original game? You've made a new form and dragged the crate into the render window, right?


Yes, a few days ago when I first began working on this I made a new form from a vanilla crate and dragged it into the space, and positioned it where I liked it at the time. Then, after playing for a while, I decided I needed to add some more containers, so I moved the original one down off a cupboard it was sitting on to the floor. It's still sitting on the cupboard in the game even though it's clearly sitting on the floor in the CS. Unfortunately, I don't have a save that far back any longer, lol. I had to clean them up and deleted probably 100 or more of my old saves.

EDIT: I think I have a work around for the save..brb, lol.

OK, thankfully, I had a save from inside the sewers when you start, so I loaded it up and coc into the cell and all is as it should be. But, that still begs the question of why in the heck it isin't moving to where it should be moving to in the older saves? That's really strange to me because that would mean that you couldn't work on a mod as you play along and benefit from your tweaks as you play without having to go way back to before you were in the cell? :shrug:
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Mon Mar 15, 2010 8:11 am

This should only happen with persistent references. Teleport doors and some other objects (like xmarkers) are always persistent, but containers are not. Maybe you accidentally checked the persistent flag on the crate? Double-click on it in the CS and have a look whether the flag is set or not.

EDIT: And it is indeed recommended to test your mods with a clean save (=save not 'infected' with your mod yet) if possible. You don't need to do that all the time, but as you can see in some cases it can help to avoid experiencing bugs that are no bugs.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Mon Mar 15, 2010 1:38 am

This should only happen with persistent references. Teleport doors and some other objects (like xmarkers) are always persistent, but containers are not. Maybe you accidentally checked the persistent flag on the crate? Double-click on it in the CS and have a look whether the flag is set or not.

EDIT: And it is indeed recommended to test your mods with a clean save (=save not 'infected' with your mod yet) if possible. You don't need to do that all the time, but as you can see in some cases it can help to avoid experiencing bugs that are no bugs.


Thanks a bunch Phitt. I checked it several times (I'm OCD sometimes, lol) and it's definitely not persistent. That's just very wierd to me as compared to the GECK for FO3, where I have been able to tweak/adjust stuff all the time as I go and it always updated in game, lol. But I got it now, so thanks again - very helpful just to get some feedback that I'm not losing what few marbles I have left... :ahhh:
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sun Mar 14, 2010 8:12 pm

Thanks a bunch Phitt. I checked it several times (I'm OCD sometimes, lol) and it's definitely not persistent. That's just very wierd to me as compared to the GECK for FO3, where I have been able to tweak/adjust stuff all the time as I go and it always updated in game, lol. But I got it now, so thanks again - very helpful just to get some feedback that I'm not losing what few marbles I have left... :ahhh:

Try this: De-select your mod and load your game. You'll get a warning like "This save relies on content that is no longer available. Continue?" or something and select "Yes". Save your game and close it. Re-activate your mod and load the game. The chest should be in the correct location now. On thing to consider doing is to have a save specifically for mod testing.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am


Return to IV - Oblivion