Bonehead question about saving

Post » Wed Apr 23, 2014 8:00 pm

I am hoping someone can help me. I am trying to build a simple patch that removes some unwanted trees that appear in Havens Bay when you run Shezries Towns with TWMP Valenwood Elsweyr. I loaded Oblivion.esm, Tamriel.esp, Elsweyr Aniquina.esp, TWMP Valenwood Elsweyr.esp, and Shezries Towns.esp into the CS and navigated to the appropriate cell. I then deleted the offending trees. Everything looks good at that point.

Then I clicked on save and typed in a new file name. Then closed the CS. There is now a new esp in my data folder, and I place it in the appropriate location in my load order, rebuild the bashed patch.

Problem is my new esp doesn't do anything. When I load it into me game the trees are still there. When I load it back into the CS, the trees are still there.

The CS is saving my new file but not my work. I am at a loss to explain it, but I must be missing some basic step. I am hoping someone can please point out what I am doing wrong. Thanks!
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Alisha Clarke
 
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Post » Wed Apr 23, 2014 4:06 pm

You are trying to alter an esp through another esp. The regular CS cannot do that, all you are creating is an esp with new deleted tree references.

You need to use what's called mod deisolation, the http://www.nexusmods.com/oblivion/mods/36370 does that automatically and prevents the file from having a tendency to accumulate random records when saving. Also, when deleting references, it's a good idea to clean the file in TES4Edit afterwards to turn them into disabled references instead. Deleted references can cause problems.

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Sista Sila
 
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Post » Wed Apr 23, 2014 10:40 pm

Thanks! Well I am glad I'm not going crazy. Makes sense now. Guess that explains why my esp only had Oblivion.esm as a master when I loaded it into Wrye Bash.

I am going to download the CS Extender tomorrow. Good idea about cleaning.
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JeSsy ArEllano
 
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Joined: Fri Oct 20, 2006 10:51 am


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