mysterious cell "0,0" eating all my resources?

Post » Wed Jun 20, 2012 9:01 pm

SO... I just recently (past week) started having a really weird issue. I had this mod, that up until this point had been working fine, but then one day my CK decided to start moving things (all kinds of things) into an exterior cell "0,0" that does not, as far as I can tell, actually exist.

It started moving xmarkers, doors, idle markers, pretty much anything and everything into this cell, once these things got in there, there wasn't any way to get them out. I tried cleaning it (deleting the changes on the details menu) but then on reload the CK would just crash. I thought I had messed something up with THAT particular mod... but then it started doing it to ALL mods (I have an eye mod that ONLY adds eye textures and even it had Gerdur's lunch marker, a bunch of xmarkers and a few doors in this stupid cell). SO I thought I broke the CK, deleted it, reinstalled it, scrapped my entire first mod and started over from scratch... and that did absolutely nothing. It immediately started moving doors back into cell 0,0. Like doors I've never even touched. Riverwood Trader's enterance door is now in there (?) as are about 15 other farmhouse doors, and a couple guard markers from Markarth ... there is no rhyme or reason, it is a blackhole from which there is apparently no escape and it will. not. stop.

I should mention that it doesn't really seem to effect anything in game. When I load up the mod all of the aforementioned items still appear in the appropriate place and work properly (as far as I can tell). I'm just worried because the CK no longer acknowledges them being in their cell of origin, which makes things complicated and messy and very very annoying.

I have no idea what to do, any help would be greatly appreciated.

Thanks in advance :smile:
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Madison Poo
 
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Post » Wed Jun 20, 2012 3:17 pm

Well, I'm not too sure what you're doing in your mod, but any time you "touch" anything from the esm, you cause dirty edits. (Pressing OK after loading up a magic effect/actor/quest/ect. Or even just loading up another cell.)

It's very possible that these dirty edits are the cause of your 0,0 issue, but perhaps not. You could check the unofficial bug thread and see if your issue is located in there. In the event you get these in the future, and the delete/ck crash thing happens, try using TESVSnip over on the SkyrimNexus to remove the 0,0 entries.
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Dagan Wilkin
 
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Post » Wed Jun 20, 2012 10:29 am

This is entirely normal. "Persistent" objects get assigned to cell 0,0 internally by the CK. Deleting such things can lead to CTDs and other unexpected messes so it's best to just leave them alone when you see them. So long as everything shows up where you expect it to while playing the game, it's not broken.
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Gisela Amaya
 
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Post » Wed Jun 20, 2012 10:22 am

Interesting. So, if you want to make an object temporarilly persistent in a really safe way, you only need to send it to that cell. Unless it's inaccessible, of course.
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Natalie Harvey
 
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Post » Wed Jun 20, 2012 1:31 pm

thanks for the quick replies;

@ Delfofthebla: That's the issue though - it's moving things I've never touched (intentionally or accidentally). It seems totally random.

@ Arthomoor: Hmm... well that's good to hear, and yes - everything does show up in game. My worry is more or less from a "clean mod" standpoint. I have no idea where half these things originated from. Let's say, for example, I accidentally hit something in Whiterun... I don't WANT to have any changes in Whiterun so I find the Whiterun cells and remove the changes. This 0,0 cell only shows the resource info ("farmhousedoor 000..." etc.) so I have NO clue where these things came from. My worry isn't necessarily that IT is breaking things, but that if I break something I have no way of tracking it down, ... or is it not actually editing these items, just sort of placing them on stand-by? AND also - what exactly determines what it places in this cell? as in... why is the Riverwood Trader door in the 0,0 cell in my eye mod? lol.

I mean, I suppose as long as it's not causing any major problems, I should worry... I guess I just don't understand what the CK's method is here and since it's throwing a ton of random stuff in there, I'm hesitant to release any mods with these resources loaded if I don't know WHY they are loaded. If that makes sense.

Thanks again!
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Jessie Rae Brouillette
 
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Post » Wed Jun 20, 2012 11:16 pm

I've had strange things pop into my custom cells...like the Northwatch back door suddenly opens up into the void outside my Dwemer maze...
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Devils Cheek
 
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Post » Thu Jun 21, 2012 12:50 am

@missjennabee: The 0,0 thing has been around since at least Oblivion. That's the cell all the persistent objects in each worldspace get assigned to. It's not usually something you have any control over, nor should you be trying to force it to happen or not happen. Just let the CK do its thing.

Doors, markers, and stuff that's been set as quest properties will all show up there. Not all of them will acquire a persistence flag though, and there's not a lot of need to worry about why some do and some don't.

There is (or was?) a bug where if you delete an object in the CK it would show up in the 0,0 cell for real as an object suspended in the sky. I haven't seen this happen in awhile though. So it's hard to say if it got stealth fixed or not since none of the changelogs mention it.
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Tammie Flint
 
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Post » Wed Jun 20, 2012 10:55 pm

@ Arthmoor: thanks so much! I appreciate the info. I'm glad to hear it is not just another example of how I am very very good at breaking things in the CK :smile:
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Anthony Santillan
 
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