I have a question... I would like to use Reneer's Container Mod (http://www.shsforums.net/files/file/510-reneers-containers-mod-10/) which states in the Readme that containers only reset if the cells they are in are reset... and then I found this thread (http://tesalliance.org/forums/index.php?/topic/3803-items-disappearing-when-player-home-cell-respawns/) in which someone claims to have lost items he placed on the floor in his player home because of SPAWN resetting the cell. So I wonder: Is it safe to use the Container Mod together with SPAWN and can items really disappear because of a cell reset caused by SPAWN?
Alright, it happened... this mod made items disappear that I had placed in the Skingrad Mages Guild. Is there a way to tweak this mod's ini to prevent this from happening?
OBMM creates the file entry but won't allow it to activate. I get a message that says "OBSE 18+ required to run" and then nothing else happens.
Since I have OBSE 20 installed and all mods that use that are working fine I can only assume that this is a bug in scripting somewhere.
I'm wondering if it's possible to implement this in Fundament - looks like it's all scripting? Can't tell as I can't really open an esp file even to find the erroneous check for OBSE version which (I assume) is causing OBMM installation to fail.
OBMM cannot read an ESP's scripts. If you get a bogus error from an OMOD installation script, then the error lies within the OMOD script. This is found in an external file(?) within "omod conversion data" and can be viewed and edited easily in OBMM's create/edit OMOD dialog.
Most likely the mistake is some misunderstanding of the OBSE version check function's functioning, causing it to fail checking for a higher (major-)version than the requirement.
If I recall correctly, OBMM throws that error when used with the Steam version of Oblivion. You can either edit the OMOD and remove the OMOD script or install the mod manually to work around this issue.
You can set respawn time in Wrye Bash as short as a day. I think this is global and it seems to work well.
(First time with TES4 and still at the stage of testing mods and in the vicious cycle of uninstall, reinstall when the installation becomes bugged. I made it to level 3 and closed a gate once, if I had quit looking at mods I may have finished by now.)
The mod looks awesome, I don't even understand why there aren't more comments and downloads. When I get to my computer I'll download and rate it. Keep on the good work!">
P.S. Ok, there are some comments on the bethesda forum. I just found them
17 comments
and I am getting error messages all over the board with this.
See info here: https://forums.nexusmods.com/index.php?/topic/7422456-how-to-make-a-flame-atronach-appear-in-one-of-my-houses-permanently/
Since I have OBSE 20 installed and all mods that use that are working fine I can only assume that this is a bug in scripting somewhere.
I'm wondering if it's possible to implement this in Fundament - looks like it's all scripting? Can't tell as I can't really open an esp file even to find the erroneous check for OBSE version which (I assume) is causing OBMM installation to fail.
This is found in an external file(?) within "omod conversion data" and can be viewed and edited easily in OBMM's create/edit OMOD dialog.
Most likely the mistake is some misunderstanding of the OBSE version check function's functioning, causing it to fail checking for a higher (major-)version than the requirement.
(First time with TES4 and still at the stage of testing mods and in the vicious cycle of uninstall, reinstall when the installation becomes bugged. I made it to level 3 and closed a gate once, if I had quit looking at mods I may have finished by now.)
http://www.tesnexus.com/downloads/file.php?id=24606
> Removed YAH dependency
> Ability to prevent cell respawns completely
> Alternative respawn system
> Better cell heuristics
Keep on the good work!">
P.S. Ok, there are some comments on the bethesda forum. I just found them