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Ok, before
making a subscription and posting, I read as much info about
doubling as I could, including all of the "Famous" dirty saves
threads and what not. But I don't understand whats going
on.
Ok, what I'm suffering from is a double of display cases
in my house mods. For some reason, glass stands, floor displays
[which open when you activate them], and the dwarven crank for a
certain Balmora house mod [Artuzu, I believe], all double. Yes I
know how to take them away [Console, Disable]. But I don't know what
keeps bringing them back. I read something about updating the mod,
and then loading it into an esp that has the older version of the
mod into it can cause doubling, but thats the problem. I don't TOUCH
the .esps for house mods, ever. The most I ever do is add new
mods, and I rarely take mods out, for I am picky about what I
install.
In any case, I'd like to know what to do about this.
I tried deleting all cells [and losing my loot in the process, but I
have an old old save of all my stuff], but that didn't work. My
glass and floor displays still double. It's nothing else thats big,
no doubling NPC's or anything [even though two of them have NPCs],
but I don't like having to open TWO doors to virtually ONE display.
Also, I heard about a command on a seperate thread called
setdelete 1. What exactly does this do? [I found it in a
thread instructing someone how to take a double away for the time
being]. Thank you VERY much for your help.
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brady228 |
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Reged: 05/04/04 |
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Well setdelete
1 to the best of my knowledge will clean it from your game for
good(not just during your current load up) and stop your NEXT save
from bringing the issue back in the next load up. That is as long as
you do make a new save then use that new save the next time you boot
up the game. Atleast that's how that was explained to me. I hope
that helps.
-------------------- Once sailed the seas Now roams
the land
Edited by brady228
(08/05/04 08:39 PM)
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Bump..help?
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First, it's
the Infamous Dirty Saves thread.
(I'm not the one who first started calling it that, but it seems to
fit.)
1. Even if you never edited the house mods yourself,
did you update them with newer versions? I.e., you started with
Bill's House Mod Vers. 1, moved your character into it, then
replaced it with Bill's House Mod Vers. 1.1. That can cause the same
dirty save problems (including doubling) as editing the mods
yourself.
2. Enabling two different versions of a mod at the
same time can also cause doubling and other problems. For example,
having Bill_House1.1.esp and Bill_House1.2.esp enabled at the same
time.
3. Have you added any add-on mods that expand the house
mods? For example, added Bill's House Mod Attic as an expansion to
Bill's House Mod. If the modder wasn't extremely careful, an add-on
.esp mod can cause doubling.
4. And finally, sometimes mods
have doubling problems and nobody can ever figure out what causes
it.
Sorry that's not much help.
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I have also
seen doubling occur in one mod after altering a completely different
mod. In my experience, anytime you change anything during the
course of a game you are throwing the dice, gambling with potential
doubling. I have made major changes to MW during a game with no
doubling (that I was aware of) and other times I have changed just
one tiny thing in one mod and that was enough to trigger it. Go
figure.
In my opinion software is nearly as mysterious as
the human psyche...
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Morter |
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Reged: 08/05/04 |
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Quote:
First, it's the Infamous Dirty Saves thread.
(I'm not the one who first started calling it that, but it seems
to fit.)
1. Even if you never edited the house mods
yourself, did you update them with newer versions? I.e., you
started with Bill's House Mod Vers. 1, moved your character into
it, then replaced it with Bill's House Mod Vers. 1.1. That can
cause the same dirty save problems (including doubling) as editing
the mods yourself.
2. Enabling two different versions of a
mod at the same time can also cause doubling and other problems.
For example, having Bill_House1.1.esp and Bill_House1.2.esp
enabled at the same time.
3. Have you added any add-on mods
that expand the house mods? For example, added Bill's House Mod
Attic as an expansion to Bill's House Mod. If the modder wasn't
extremely careful, an add-on .esp mod can cause
doubling.
4. And finally, sometimes mods have doubling
problems and nobody can ever figure out what causes
it.
Sorry that's not much help.
No, thats what I'm telling
you. I don't do anything to a house mod after downloading it. I
always get the latest version [and as of yet, I haven't "updated"
anyone]. But like the poster below you said, its probably because I
add more mods to my save.
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UQForgotten |
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In my
experience doubling can happen whenever you update an existing mod
or add mods that are older and thereby change the load order of the
esps.
The best practice when adding esps to an existing game
(in my experience) is to simply load up the esp you're about to add
and resave it in the TESCS before you add it to your game. Then you
won't be changing the load order of the mods already in use, you'll
just add the esp on top of the others in the game.
-------------------- Proud member of
http://www.quakersforlife.nl/ (QfL and UQ section)
Check my Cuneo account for
WIP/REL screenshots of my mods --> Here
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baratheon79 |
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Reged: 05/25/03 |
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Loc: NY, USA | |
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Well, that
certainly would explain the QUADRUPLED gates in Rethan Manor (from
my Rethan Expansion mod). Unfortunately, disabling those doesn't
work. Only to get rid of the extra gates is to clean the mod out of
my game, resave, and then add it back in. And that's a pain, cause I
have alot of crap stashed in the armory, and I also have retrieve
Fargoth and Vivec from the dungeon first, or they go bye-bye
forever.
I regularly have to disable doubled display cases
when I add new mods to the game with my Dunmer thief (who lives in
the Suran Riverview Home house that I made specifically for
her).
Best way to avoid running into the problem is to quit
adding mods to a game in progress, though I've never been able to do
that myself.
-------------------- My
Morrowind Mods site and forums
Latest Release: Mercenary Pack Add-On 2: Guards
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Quote:
Best way to avoid running into the problem is to quit adding
mods to a game in progress
That's one reason why some of us -
alright, two of us: freestonew and myself - rarely get a character
above level 20.
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reiella |
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Reged: 11/21/02 |
Posts: 490 |
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Quote:
In my experience doubling can happen whenever you update an
existing mod or add mods that are older and thereby change the
load order of the esps.
The best practice when adding esps
to an existing game (in my experience) is to simply load up the
esp you're about to add and resave it in the TESCS before you add
it to your game. Then you won't be changing the load order of the
mods already in use, you'll just add the esp on top of the others
in the game.
Only problem with that, is you
destroy some GMSTs because of the annoying dirty TESCS save function
.
Now just TESTooling or timestamping them up works (creates some
other trouble with load-order specific mods, but bleh oh well).
-------------------- In Death Focus; may you find Focus.
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UQForgotten |
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Reged: 05/20/04 |
Posts: 211 |
Loc: Sweden | |
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You can always
download a free date stamp modifying program off the internet (you
might try searching google for one) and just modify the date so that
it precedes all the mods already in use and ends up at the end of
the load order.
-------------------- Proud member of http://www.quakersforlife.nl/ (QfL and UQ section)
Check my Cuneo account for
WIP/REL screenshots of my mods --> Here
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