» Thu Jun 21, 2012 5:38 am
I just tried this myself, but it worked without any problems for me. I didn't alter the ESP with TESvSnip though... what did you do that makes you think Snip caused it? (so I can recreate it) I've tried simply re-saving it in Snip, and while the records are decompressed, there was no damage to the mod in-game. This is using a custom test-mod; a door to an interior, both doors' cells finalized for navMesh, a custom NPC to test for NavMesh Bug, and notif's set to fire during onCellLoad and onCellAttach (in both the interior and exterior/Vanilla). I also set the notif's for 'before, during, and after' - as in before incrementing the simple counter, inside the if-endif block for the counter, and after the if-endif block.
As I said, it worked fine... and the NavMesh Bug wasn't even triggered (though I used an "intracell" NPC, which usually doesn't trigger, I'm going to go back and test for inter-cell AI breakage). What new info i DID find was that the Attach and Load events fire simultaneously... sometimes one before the other, sometimes those notif's are stuck between each other (indicating both events running at the same time). I didn't know this before, and almost suspected the Load didn't fire if the Attach did. Also, the Load event doesn't seem to fire sometimes.. even after some fast-trav-returns. This was kinda strange, so I want to test it further before I say anything more.
Something I already mentioned elsewhere, which you're probably aware of already, is that some commands will NOT fire if run consecutive to specific other commands. An example of this is when you try to do a transTo on the next line after an enable(). I doubt this is your problem as the above code doesn't have any of the 'time-sensitive' commands I encountered. But if you DO run across something like that, I found putting a short wait() between the lines works (or outright moving the line to another event/function/etc).
[EDIT: unless you manually disabled it, CK incrementally backs up your ESP every single time it's saved.. found in the Backup/ folder in the game's main folder (one folder ABOVE the Data/ folder). So there should be a backup of every instance you've ever saved changes for. ALSO, I know the Load event only fires when the cell isn't loaded.. but I'm talking about it not firing when I REALLY think it should be, like after several fast-travs.]