Dirty cell edits

Post » Thu Jun 21, 2012 2:16 pm

In some of my mod files, I have accidentally modified several interior cells. Not by editing the cells themselves, but probably by clicking on them in the cell list in order to be able to "type-and-search" for the cells actually belonging to my mod.

Now my question is, how do I remove these dirty edits? Going into Files/Data/Details and then selecting the cells and pressing delete (marking them with a D) and then reloading the plugin does not work. I have tried that with several different esp files. With no result.
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Jodie Bardgett
 
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Post » Thu Jun 21, 2012 10:18 pm

Look in to TESVSnip for Skyrim
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Jessie Rae Brouillette
 
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Post » Thu Jun 21, 2012 10:12 am

What I found in my use:
The cell themselves cannot be flagged - Only the "name" and any items.
After reloading the esp with the cell name and or items flagged as deleted, save it.
Then exit the CK. They should be gone when you open the CK again.
The Tamriel (0,0) cell cannot be removed using "Details" as far as I know.
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Lewis Morel
 
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Post » Thu Jun 21, 2012 6:36 pm

I'm interested in this too. but aellis, i don't understand. Are you saying that we should 'delete' the cell that was marked changed? That can't be right, can it?
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Colton Idonthavealastna
 
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Post » Thu Jun 21, 2012 8:47 am

Your're not actually deleting the cell, you're removing the edits made (inadvertantly or otherwise).
When you save and reload, the CK should show the cells as untouched.

Just to to be clear - pressing the delete key when the cell name or item is highlighted in Details causes an "I" to appear.
This tells the CK to "Ignore" that particular record and doesn't load it into the CK.
When you save, the esp no longer contains that reference at all.
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Clea Jamerson
 
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Post » Thu Jun 21, 2012 10:00 pm

Your're not actually deleting the cell, you're removing the edits made (inadvertantly or otherwise).
When you save and reload, the CK should show the cells as untouched.

Just to to be clear - pressing the delete key when the cell name or item is highlighted in Details causes an "I" to appear.
This tells the CK to "Ignore" that particular record and doesn't load it into the CK.
When you save, the esp no longer contains that reference at all.
I'm fairly sure I did just this, without success..
I'll have to try it again. I must have done something wrong
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Isabell Hoffmann
 
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Post » Thu Jun 21, 2012 11:27 pm

I'm wondering this to. I've copied something from a cell, and now there is an * sign on the cell name in cell view. I don't want that exterior cell to be changed by mine as it could cause problems with other mods. Could you please explain how I remove the change? All I did was copy a light source lol. I don't see a "Details" window you see.
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Brandi Norton
 
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Post » Thu Jun 21, 2012 4:47 pm

With your plugin open as "Active", File > Data > Select YourPlugin.esp > Details. Form there, you can select/multiselect whatever you want gone and "Ignore" it with the delete key. Anything marked "Ignore" will be removed from the plugin when you save/close.

Note: Ignoring a parent should include any children if present.
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dell
 
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Post » Thu Jun 21, 2012 10:58 am

With your plugin open as "Active", File > Data > Select YourPlugin.esp > Details. Form there, you can select/multiselect whatever you want gone and "Ignore" it with the delete key. Anything marked "Ignore" will be removed from the plugin when you save/close. Note: Ignoring a parent should include any children if present.

Thanks man that worked great :)
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Tai Scott
 
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Post » Thu Jun 21, 2012 11:02 am

Look in to TESVSnip for Skyrim
Actually, no, this would be a very bad idea given it corrupts files due to improper compressed record handling.
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Sierra Ritsuka
 
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Post » Thu Jun 21, 2012 10:59 am

Ok so the way to ignore a cell change as described above did work great, hunters rest was removed from details. But it's back again and now removing it from details doesn't work.

It says it's flagged as 'I' but doesn't actually get removed when I reload and stuff. Any ideas?
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maria Dwyer
 
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Post » Thu Jun 21, 2012 5:32 pm

It worked now. Thanks!! I have no idea why I failed to succeed before.. :P
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A Lo RIkIton'ton
 
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Post » Thu Jun 21, 2012 2:14 pm

Ok so the way to ignore a cell change as described above did work great, hunters rest was removed from details. But it's back again and now removing it from details doesn't work.

It says it's flagged as 'I' but doesn't actually get removed when I reload and stuff. Any ideas?

I have an idea of something you can try. Open that cell in the cell view and look for any item(s) that are tagged with a * in the list. I'm going to assume there is at least one. Open the edit window for each starred item and look at Linked Ref and Linked From. I would guess that you might have a linked reference from an item you may have copied from the cell. If you have a reference in the Linked Ref tab you can delete it from there but it might be better to delete the item in your own cell. If you have a reference in the Linked From tab, you can double click it and it will take you to the item wherre you can delete the reference from the Linked Ref tab on that item. Then you can ignore the vanilla cell again and it should stay gone this time.

This may not be your problem but it is one possibility.
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Markie Mark
 
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Post » Thu Jun 21, 2012 11:49 am

I have an idea of something you can try. Open that cell in the cell view and look for any item(s) that are tagged with a * in the list. I'm going to assume there is at least one. Open the edit window for each starred item and look at Linked Ref and Linked From. I would guess that you might have a linked reference from an item you may have copied from the cell. If you have a reference in the Linked Ref tab you can delete it from there but it might be better to delete the item in your own cell. If you have a reference in the Linked From tab, you can double click it and it will take you to the item wherre you can delete the reference from the Linked Ref tab on that item. Then you can ignore the vanilla cell again and it should stay gone this time.

This may not be your problem but it is one possibility.

Thanks for the response mate.

The cell has an * by its name, but none of the gear in the cell does.
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noa zarfati
 
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Post » Thu Jun 21, 2012 12:31 pm

Oh, well. So much for the obvious.

It still sounds like something in your mod is linked to something in that cell somehow. If you copied anything from it, that would probably be the culprit, but I don't know why it isnt marked. I would look at everything I touched and see if any of them have any linked references. If not, here is what I would do next. With a lot of caution. Use Tesvsnip to open a BACKUP copy of your mod. I assume you are already working with a backup copy anyway just in case. Whatever else you do - do not save into your actual mod from Snip as there is a chance you will lose or corrupt some of the information Snip doesnt understand. When you are done with Snip just close it without saving anything or you might accidently pick up on it later.

I don't know if you have used Snip before or not. There is a tree structure on the left that is the structure of your mod. Drill down and there will be some Grups. Look for one that says "GRUP (CELL) - Cell" and drill down in that Grup until you locate the cell you want to ignore. If there is nothing in it you should be able to ignore it so I don't have any clue why you would be having problems and you need help from the experts like Justin or Arthmoor. If there arre any references, make note of the ids on them and you can go find them in the CK. Just close Snip without saving when you are done exploring. Its a little cryptic but it can give you an interesting look at the structure of a plugin.

Maybe those references will lead you to the connection between your mod and the vanilla cell. I would try going to each of those and see if they have any reference connections on them. Starred or not. If so, get rid of them and problem solved. If not, mark those individual items as ignored anyway and see if it works after you reload it.

Good luck.
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krystal sowten
 
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Post » Thu Jun 21, 2012 10:29 pm

If it helps I did copy a couple of bits from the cell into my own, but then deleted them anyway because I didn't want my cell to be linked to another. I'll have a look, maybe I'm missing something lol.
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bonita mathews
 
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Post » Thu Jun 21, 2012 1:59 pm

When you copy something, the CK marks the source as modified and links your mod cell to the source file. That is probably the culprit. I have solved it in the past by snipping the reference with TesVSnip which is no longer and option so you will have to try to find and ignore the copied items. TexVSnip may be helpful for finding those in the manner described above.
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Rudy Paint fingers
 
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Post » Thu Jun 21, 2012 11:13 pm

When you copy something, the CK marks the source as modified and links your mod cell to the source file. That is probably the culprit. I have solved it in the past by snipping the reference with TesVSnip which is no longer and option so you will have to try to find and ignore the copied items. TexVSnip may be helpful for finding those in the manner described above.

Thanks for all your help mate. Should be ok now. Mod is released to :)
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SexyPimpAss
 
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Post » Thu Jun 21, 2012 2:06 pm

Hey guys quick question.

Say I duplicate a Cell, and make it my own, the original cell has a * sign next to it in Cell View. Can I use the Ignore function as described above to remove the * from the original Cell, or will that effect my new duplicated one?
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REVLUTIN
 
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Post » Thu Jun 21, 2012 8:39 pm

I have an idea of something you can try. Open that cell in the cell view and look for any item(s) that are tagged with a * in the list. I'm going to assume there is at least one. Open the edit window for each starred item and look at Linked Ref and Linked From. I would guess that you might have a linked reference from an item you may have copied from the cell. If you have a reference in the Linked Ref tab you can delete it from there but it might be better to delete the item in your own cell. If you have a reference in the Linked From tab, you can double click it and it will take you to the item wherre you can delete the reference from the Linked Ref tab on that item. Then you can ignore the vanilla cell again and it should stay gone this time. This may not be your problem but it is one possibility.

In the mod I am currently working on I am having issues with ctd when I get near the location of my exterior door. I followed the above and found an asterisk on the cell name in which my door had been placed. The only item in the cell with an asterisk though is the navmesh - any suggestions as to how to work out what I did with it?
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Ross Zombie
 
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