Dear Bethesda Is there a way to reset a Cell to normal? and

Post » Thu Jun 21, 2012 7:16 am

So one of the biggest problems for modders out there is the fact that many mods conflict with each other. Often these conflicts don't seem logical because their mod has nothing to do with the other mod they are conflicting with.... or at least they think they don't.

Most of these conflicts are due to the fact that the modder copied/duplicated items from another game cell into their own. As a result Creation kit marks the cell as "modified" and therefore saves it to their mod often unbeknownst to the author of the mod.

Here are my thoughts on the matter.

1) This aspect of the creation kit needs to get more attention so everyone knows about it... perhaps put into the introductory Mod Tutorials so that new modders are aware of how their "copy & Paste" effects their mod and can potentially cause unintentional conflicts.


2) There needs to be a way to "reset" a modified cell back to normal. Forgive my ignorance if there already is a feature in the creation kit to do this but I have been modding in CK for 4 months now and I have yet to find it. And Yes I realize you can create a new clean mod and paste your modded cell into in order to "clean it" But lets face it that's a pain in the butt and there should be an easier way.

3) I am asking, begging, pleading and entreating that Bethesda releases an update that adds this functionality to the creation kit as I feel it will truly improve the quality and compatibility of the mods coming out of the modding community.

4) If you agree with all of this please comment below, bump or in some way show your interest or support of this idea so that it gets enough traction that bethesda will notice it.

Best Wishes and happy modding

Sku11M0nkey.
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Scott Clemmons
 
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Post » Thu Jun 21, 2012 6:55 pm

if you click on the file button, you can highlight your esp and click details. scroll through the records untill you find the ones you want to cut. press the delete key and it will flag the record as ignore.

close the window and hit OK to reload your mod. the ignored references will be completely deleted from the esp, and default back to their original unedited skyrim.esm values.


next time when you make a new cell, click on the World menu up at the very top and select Cells....

in this cell window (NOT the cell view window), right click anywhere in the cell list and select new. this will create a fresh new cell without unintentionally editing the vanilla ones.

this is something bethesda should have done in their intro to the CK video, because so many people followed that example and i am sure a ton of people have a AAAmarkers dirty edit in their esps. at the very least it was a cell that is not normally playable, so even though dirty edits are irritating, having multiple mods with the same AAAmarkers edit won't really cause any problems, but if the player copied a playable vanilla cell without cleaning their mod, it could potentially cause some problems
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u gone see
 
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Post » Thu Jun 21, 2012 7:10 pm

Another way is to duplicate the vanilla cell and then open the duplicate and copy anything you need from it. Paste it in your own cell and delete the duplicate when finished. This leaves the vanilla cell untouched.
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Jamie Moysey
 
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Post » Thu Jun 21, 2012 7:35 am

duplicating certain vanilla cells marks the original as edited as well.
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Strawberry
 
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Post » Thu Jun 21, 2012 4:06 pm

I guess Bethesda didn't pay attention to it in the tutorials because it's rarely ever a problem for them. When they finish a ESP they merge it directly into their ESM, so a cell flagged as modified but without actual changes doesn't matter. This is also the case with MERP, our developers don't need to be as wary of dirty edits as most other modders.

For BGS it's even less of a problem since all their CK developers use version control, so such a dirty edit will always be checked out. If someone else wants to work on it then that guy notices the cell is checked out by that other user, then they can communicate and resolve it in a few clicks.

We are just in a different situation than Bethesda, and the BGS developers don't always fully realize these differences. That is also the reason why (for us) a good number of bugs still exist in the CK.
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Amy Siebenhaar
 
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Post » Thu Jun 21, 2012 4:55 pm

Oh how I pray for TESVEdit to get released...
:bowdown:
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Quick Draw
 
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Post » Thu Jun 21, 2012 1:55 pm

Gecko is likely to be released far sooner.
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Andrew Perry
 
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Post » Thu Jun 21, 2012 1:04 pm

Oh how I pray for TESVEdit to get released...
:bowdown:
Same here. I'd sac a chicken/kick a puppy/club a baby seal at this point for TES5Edit.
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Roberto Gaeta
 
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