[Problem] Game only recognises most of the changes I made to

Post » Mon Nov 19, 2012 12:43 am

I'm having a problem with a mod I made where the game world doesn't update to reflect all of the changes I made in the mod. The exact problem is that I swapped the building of Breezehome with Carlotta Valencia's House (So Breeze home is now where Carlotta's house was and visa versa). However, when I play Skyrim with my mod it doesn't move the Breezeholm front door from the old location to the new (modded) location. Instead, when I load a save game in Whiterun the door is still where is used to be.

(I made a mod a while ago with a similar problem. I lowered the lumber mill in Dragon Bridge to be closer to the river. But, every time I loaded the mod up and opened a save game the sawmill part of the mill would still be where it was originally (now floating in mid air). The rest of the mill had moved just like I had told it to in the mod. The problem fixed itself though when I started a whole new game from scratch. However, I'd like to avoid having to start a whole new game to fix this Breezehome door problem.)

I've tried
- Running Skyrim with no other mods except this one. Still no movement from the door.
- Restarting Skyrim, and leaving the zone then coming back.

Worth noting:
- I'm 98% sure that all the objects are still in the same cell of WhiterunPLainsDistrict03 (yes, the L in PLains is capitalised in the CK. I don't know if that's an error that needs fixing. So if you think that might be the problem, please chime in.)
- I'm fully patched (1.7.7.0.6) and using SKSE (1.5.11 rel 27)

My specs (not that I think it matters with this bug :-) )
CPU: AMD PhenomII X4, 2.9Ghz
GPU: Radeon 6950
OS: Windows XP SP3
Mobo: Gigabyte
Direct X: 9.0c

Mods (in load order):
- Skyrim
- Update
- Breezehome Mod (Mine, the mod in question)
- Beautiful Cities
- UFO - Ultimate Follower Overhaul v1.2f
- Riverwood Trees & Houses
- Dragon Bridge Redesign (my own mod, as mentioned)
- Invisible_Helmets
- Craftable Arrows

Cheers
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Philip Rua
 
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Post » Sun Nov 18, 2012 11:56 pm

Your first LubberMill mod appears to have been effected by what's called on here the "Dirty Save Issue"

(I'm a bit surprised you got that problem, given what you did ... but if starting a new game fixed the problem, well then Dirty-Save was your problem).

Dirty-Save is very difficult to get around, if one of your mods is effected by it. You usually have to either redesign how your mod works, or your mod is declared as "Not compatible with Saved Games" (sometimes that is the case)



So, before you do anything else, it is worth you testing whther this door problem is also dirty-save related.
  • Unload ALL mods except your own
  • Start that new game
  • See if the door works

Post up with the results and people will try to help fix it (or make it Saved-Game compatible)


(Note: I have not seen anyone post that the location of doors is saved-game related ... So I am not at all certain this is your issue ... but it's worth testing first. UNLESS someone else here has experienced a similar issue and has a fix?)
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anna ley
 
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Post » Mon Nov 19, 2012 3:35 am

I unloaded all the mods (even Update) and started a new game from scratch.

The door was where I put it in the mod, ie: the problem went away.

Looks like a Dirty Save Issue. Is there anything I can do without starting from scratch?
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Scott Clemmons
 
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Post » Mon Nov 19, 2012 12:22 am

It's difficult to see what you can do when it's a door (an actual object) that is getting saved with your game (scripts can be changed ... but this does not appear to be a script issue)


I need some input from some of the others on here (and to be fair, most are probably fast asleep at the moment!) ... So make sure this stays bumped and see if anyone else has any ideas

I will try to get a little testing done tonight, to see if I can replicate what has happened to you
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Angelina Mayo
 
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Post » Sun Nov 18, 2012 6:45 pm

Cheers. I'm happy to email people or upload my mod if that helps.

I'd also be willing to start a new game if there was some method of transferring or replacing my skills, quest completion and items (unlikely as that is)
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benjamin corsini
 
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Post » Sun Nov 18, 2012 6:37 pm

Bump
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Claire Vaux
 
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Post » Mon Nov 19, 2012 5:58 am

"Dirty-Save" is probably a bit heavy handed. It does sound like it is related to your problem though.
If you are making changes to WhiterunWorld, try loading a save from Dragonsreach that hasn't seen your mod beforehand or save somewhere far away from whiterun (or wherever the changes take place).

When making this "Clean-save" it wouldnt hurt to purge cell buffers (console command 'pcb') or make sure you go through a couple of loading screens. Then, either fast travel to your desired location or "coc/cow" in.

*EDIT: If I wasn't clear, it would be good to look into "clean-save" practices.
Specifically to you though, doors tend to be persistent references, which means they persist across save games.
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Calum Campbell
 
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Post » Mon Nov 19, 2012 12:44 am

Did you finalize the navmesh after you moved the door? And do you have any other mods that modify or place anything in Whiterun? Old navmesh can hold a door in place. I wonder if the navmesh is being frozen by the old save. Or if another mod you have loaded is freezing the navmesh in its old configuration.
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Kaley X
 
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Post » Sun Nov 18, 2012 7:26 pm

Door locations are saved in your save game.
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I’m my own
 
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