IN LIGHT OF THE BASEMENT TRANSFER FROM "WHITERUNBREEZEHOME" TO "WHITERUNBREEZEHOMELOWER" CELL:
• We did this in the most friendly way possible for easy updating

THE TRANSFER APPROACH:
• The basement designs (and all references that occupy those designs), the entire assembly was transferred from one space to the other preserving there:
• • Object to Object relative POS/ROT/SCALE coordinates/values
• • Identical "before space" placement to "new space" placement from an "Assembly(ies) To Cell Transfer" POV

IF YOU NEED TO UPDATE A PATCH THAT ONLY HANDLES EDITS TO THE BASEMENTS:
• You can do all your updating work in xEdit
• All you would have to do is forward the new cell to your new RefIDs or modified override RefIDs
• Save and then check in game to make sure it all jives right

IF YOU NEED TO UPDATE A PATCH THAT HANDLES EDITS TO BOTH MAIN & BASEMENTS:
• I would load up in CK with your patch checked but NOT active and load
• Go to the WhiterunBreezehome Cell and mass select ALL & ONLY the references floating in space where the basements once were
• Move them all up at once on Z a touch and press UNDO so they all go to there original positions
• Press save creating a new plugin called, example, Dummy.esp
• Now you will have a temp plugin to work with only carrying RefIDs that are basement associated as pure ITM's
• Load up you Dummy.esp in xEdit which will require your real patch to load up as it is a master
• Forward the new cell to the RefIDs in your REAL patch that show up as ITMs in the Dummy.esp 
• Save, delete your temp dummy.esp plugin and then check in game to make sure it all jives right

This is just how I would go about updating my content if I had 3rd-party page of stuff for this mod
• Hopefully this helps someone. Take the care xD

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KhrysINXS