Excellent mod, love that I don't need to go through a loadzone to get to my "home" :) The only concern I had with it was I was unable to sleep because enemies were nearby - I solved that issue by adding a mod that lowers the range for "Enemies Nearby" - https://www.nexusmods.com/oblivionremastered/mods/1044 if anyone finds it helpful.
I switched over to MO2 and when I finally made back to my chest, everything was gone. I loaded an older save and everything is there. So, I have no idea.
I can only speculate, but I suspect the switch to MO2 altered the load order... which altered the formid of the chest. Adding and removing, or rearranging mods, mid-save, is going to cause problems like this unfortunately. If you haven't re-saved and can fix the load order to match what it used to be, might fix the issue.
Just wanted to drop by and say thank you for this mod. It's a simple, yet wonderful addition to the game. Perfect for adventurers like me that love to sleep outside. Great work!
you're a true pioneer. seems to be the first mod to add something to the world. it takes some suspension of disbelief for why someone doesn't come along and loot your chest, but with how early this is I'm absolutely happy with what i can get.
I like it, I use it as a test to make sure mods load. Simple. Cute. Also, storing my stuff as a new player is nice. Glad nothing in that chest despawns!
I second this request, any cell i add things to in the old cs ctds on load and all edited items get the nl appended to the name. and id love a guide to get it working if you have one (or just general process)
If you can't lead your horse to water, bring water to the horse. The old editor loads the new data files fine - but only load the Altar*.* files if you reaaaally wanna see the changes, they'll take an hour to load. And the first build of this mod was actually based on the _old_ Oblivion.esm. I did end up overwriting the Data Files in my Oldblivion folder (trashing that install, but who cares) with the new ones in case there were any meaningful differences.
Data stuff has all been renamed - use tes4edit to open Atlas* plugins to see the changes (mostly prepending FN_LOC_ to everything). But that wasn't really relevant for this.
From there, was just a matter of trial and error to work out what I could and could not do. Statics and terrain seem to be meaningless now (presumably exported and baked in Unreal Engine), but objects can still be added/moved/etc. Not exactly the fanciest of mods, but it has to start somewhere :p
I don't "suggest" doing any of this stuff. I'm just sharing some details about my experiments. YMMV.
Figured it out on my own. For anyone that want's to know.. install CS at this address "C:\Steam\steamapps\common\Oblivion Remastered\Oblivion Remastered\Content\Dev\ObvData"
Ayo, Haphestia.. I remember doing this for FOLON, but if you use BAE to unpack the bsas, and dumpem into oldblivion data folders, the altar plugins load in like 2 seconds. Still playing around with how they handled load doors, but I don't think I can port my oldblivion mods. Too many things like map markers, and load doors are handled through something else. When I tried porting my mod, map marker text is a null string, and load doors do not act as an activator like oldblivion. Even approaching the extcell made me CTD. So we might be stuck for a little bit until the code monkeys can scrape this shit.
Edit: I lied. It got caught up at 87%, but atleast its actively showing files being loaded instead of being stuck at 47% fer 20 hours.
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Did you wait a long time? Uninstall the mod? Load an old save?
I loaded an older save and everything is there.
So, I have no idea.
Adding and removing, or rearranging mods, mid-save, is going to cause problems like this unfortunately.
If you haven't re-saved and can fix the load order to match what it used to be, might fix the issue.
Regardless Great Work!
The old editor loads the new data files fine - but only load the Altar*.* files if you reaaaally wanna see the changes, they'll take an hour to load. And the first build of this mod was actually based on the _old_ Oblivion.esm. I did end up overwriting the Data Files in my Oldblivion folder (trashing that install, but who cares) with the new ones in case there were any meaningful differences.
Data stuff has all been renamed - use tes4edit to open Atlas* plugins to see the changes (mostly prepending FN_LOC_ to everything). But that wasn't really relevant for this.
From there, was just a matter of trial and error to work out what I could and could not do. Statics and terrain seem to be meaningless now (presumably exported and baked in Unreal Engine), but objects can still be added/moved/etc. Not exactly the fanciest of mods, but it has to start somewhere :p
I don't "suggest" doing any of this stuff. I'm just sharing some details about my experiments. YMMV.
Edit: I lied. It got caught up at 87%, but atleast its actively showing files being loaded instead of being stuck at 47% fer 20 hours.