Deleting changes?

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It seems that sometimes when modding, when I save the mod, exit, check it in the Data Files, and test it out, changes I have made are missing. I quit Oblivion, go back to the CS, and load the mod. When it is almost finished being loaded, I get a lot of errors. Here is an example of what I might see. In this mod, I have added a new npc, spell, and item. These are the errors I am greeted with upon loading.....

Duplicate form ID (01000ED3) encountered in file 'Test.esp'
SetFormID bashing entry in form ID map at 01000ED3.
Form basher: type PACK_ID
Bashed form: NPC_Form '000npc' (01000ED3)
Unable to find container object (01000ED5) on owner
object "000npc"

Once it is done loading, I notice that the item has disappeared completely, but the NPC and spell are still there. Why, I do not know. It seems to think that there is a duplicate of the NPC (because 01000ED3 is the NPC's ID), but I don't recall doing anything to cause this. Any help will be appreciated.

Note: I have all of the patches (as far as I know), and I have uninstalled and reinstalled the CS many times.

FredoTheGnome 01:50, 25 August 2007


Did you do something like delete a World Space or perhaps a Cell without deleting the objects in that space? I have seen effects like this where duplicate NPCs are created and effects that were originally on them have been added to the duplicate in another World Space because that World Space or Cell disappeared (usually in an attempt to clean a mod). Check in the NPC section of the object window and see if you have something to the effect of 000npcDUPLICATE as an NPC. If it exists, you can right click on it and then click on Use Info. Double-clicking on any item in the Used in these Cells: portion of the Use Report: that pops up will take you to that reference in that World Space. I have seen references appear in the middle of nothing in cells based on their original position in a different World Space. Additionally, you should check to see what is set on the NPC before deleting if you find it since effects and such could also have ended up being duplicated. I would also recommend reading the Mod Cleaning Tutorial since it sounds like you may have a few issues that may need to be sorted out.
--ShadowDancer 01:50, 25 August 2007 (EDT)
In all of the mods I tried to make, I have never seen a duplicate object unless I duplicated it. I looked in the test mod, and there was only 000npc along with all of the other ones, no 000npcDUPLICATE. Sometimes after loading a mod I worked on, I find that it tried to put and npc in the npc's inventory for some reason. That wasn't the case this time. I also didn't delete any world spaces or cells. The only cell I changed was one of the Talos Plaza District cells, because I added the NPC there. That brings me to something I forgot to mention. The errors only occur if I add something to a world space or cell. If I just added an NPC, item, and spell, but didn't add anything to a cell, there wouldn't be any errors.
I don't recall ever doing anything mentioned in the Mod Cleaning Tutorial, so I don't think those could be what's wrong. My guess is that there is just something wrong with my version of the CS, though I think I have the latest one. I was at a friends house and we made a mod the same way I would make one, and it worked fine.
FredoTheGnome 09:08, 25 August 2007 (EDT)
Check out TES4View/Edit on the Bethesda forums. You can use that to search for the duplicate ID, and change it (make sure to add -edit to a shortcut to use the edit version of TES4Edit).
Also, what's with the Bash stuff? Does it normally say that, or have you been using Wrye Bash? That might have been what caused it, I guess?
--Haama 09:38, 25 August 2007 (EDT)
The mod doesn't have conflicts with anything. All of the changes shown on TES4View/Edit are highlighted in white. Also, the bash errors appeared even before I downloaded wyre bash (which I only used to get OOO to work)
FredoTheGnome 10:32, 25 August 2007 (EDT)

TES4Edit does more than conflict detection. Use the window on the left to view all of your objects, and their FormIDs. Look for the two with the same FormID, and change them (if that's what's going on). If any are referred to in scripts, be careful that you only change the non-referred one.

--Haama 11:19, 25 August 2007 (EDT)

I completely forgot to mention that I also added an AI package to the npc. For some reason it has the same ID as the NPC's ID. Why is that? And how do I change that?
FredoTheGnome 12:22, 25 August 2007 (EDT)

About that 'bash' thing. Did you make the file your active file when you reloaded it? I think that happened to me once, before i learned about making the mod an active file. Sorry i can't help, i'm new too lol. Good luck. -Arcane Elf

For future reference, the word "bash" in this error message doesn't refer to the Wyre Bash program, and "map" doesn't refer to a world cell. What the error message literally means is there are two identical key codes in the list that holds ID's for things in the mod. In programming languages this type of list container is commonly called a map or dictionary. Each entry has one key to identify it by, like a telephone number in a telephone book, and if two phones try to use the same telephone number, problems happen. This is what you're seeing, two things trying to use the same number. -Thalassicus