Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Skyrim, The Elder Scrolls V

Reply
 
Thread Tools Display Modes
Old 04-24-2012, 06:03 PM   #1
Gelda
 
Join Date: Dec 2011
Reputation: 23
Posts: 399
Houses not normally in the game

Buyer beware of the houses that are not in the game that are added later. I installed a house mod sometime ago and even though I checked to make sure it had no bugs and was complete. After I put stuff in chests and moved a fair amount of my stuff to the new house. All my stuff poofed. Everything that was in chests, Dressers, barrels were all empty. I went back to a previous save moved everything back to Breeze home and then deleted the mod.

So Be careful about housse mods in this game. Make sure you test the chests and barrels first before dumping in all your stuff.

Meow....
Gelda is offline  
Reply With Quote
Old 04-24-2012, 06:29 PM   #2
iforgotmyname
 
Join Date: Jul 2006
Reputation: 7
Posts: 30
Better yet just don't move into a non-Bethesda house. Whenever you mod you risk losing all the Vanilla items in the game. Wait till your hard drive crashes, your fifty mods are gone and your saves are all jacked since you installed mods.

Mod responsibly...I can't believe I said that.
iforgotmyname is offline   Reply With Quote
Old 04-24-2012, 06:29 PM   #3
Breton Warrior
 
 
 
Join Date: Apr 2011
Reputation: 280
Posts: 2,385
The only 'safe' way with containers is to rename them to your own mod and then double, No triple check that they are not marked for 'respawn'

If you use just any avalable container from the CK list most are set to respawn, some are listed as nonrespawn but I prefer to custom name mine so I know I have edited the item and checked it. Plus with a new custom item, example ID: AABWDresser01 I can also give it its own in game name like Clothes Dresser or Armor Chest etc etc.

Oblivion was great fun for house mods at first because no one was used to respawn as it was not in Morrowind, a lot of people lost a lot of stuff, Oops He He
Breton Warrior is offline   Reply With Quote
Old 04-24-2012, 11:41 PM   #4
edejan
 
Join Date: Jan 2012
Reputation: 0
Posts: 117
I had a great house mod which I moved all my stuff into. The creator of the mod apparently massively changed it...expanding it, adding an entire forge setup, guards and follwers, expanding this tiny house massively...and it crashed my game completely for days. It apparently couldn't just update in my game because it was so very different from the original house. I tried loading the updated mod but all my stuff in the original mod had disappeared...and it was EVERYTHING I had and I was just starting out and had no money. So now I'm real careful where I store my stuff. I have one expansion mod for Breezehome and another collector's house but I only put things there than I can bear losing. And those creators if they update do so only in minor ways which the game can absorb. So no problems so far.
edejan is offline   Reply With Quote
Old 04-25-2012, 12:21 AM   #5
Jela'n
 
 
 
Join Date: Dec 2011
Reputation: 127
Posts: 792
Is there any way that the console command can be used for safe storage.
I have no experience with the CK and I dont want to mess with thing's I
dont understand.Or do I just hope that the modder has done the right thing?
Im using two magnificent house mod's at the moment and both are running
smoothly,but this makes me concerned that I can lose all of my stored items.
Jela'n is offline   Reply With Quote
Old 04-25-2012, 01:35 AM   #6
Breton Warrior
 
 
 
Join Date: Apr 2011
Reputation: 280
Posts: 2,385
You would need to Google a console command for "ownership" of containers, I know you can check the ownership but am unsure if you can use console to change it?

But the safest way to check any new house Mod is to first empty all containers then place one item in each, I try to use the same item in all if I can like an apple. Make a 'real' save (not auto or quick) Then go to any other interior cell (inside another building or cave) and use sleep or wait for 10? days. I just checked that time on the Wiki for a respawn on a container, Umm odd I thought it was no more than 5?

Oh well 10 days and then go back and check if the containers have not changed anything, if just the apple? is still there then they should be safe. Of course once you have done all that you can go back to that 'real' save you made before the waiting period so you have not really wasted any time in game.

Might seem a lot but its better than losing all your loot, BTW its almost quicker to learn how to place a safe container in the world with the CK for you to use, He He.

Last edited by Breton Warrior: 04-25-2012 at 01:41 AM.
Breton Warrior is offline   Reply With Quote
Old 04-25-2012, 01:48 AM   #7
Jela'n
 
 
 
Join Date: Dec 2011
Reputation: 127
Posts: 792
Ok B.W. Thank's for that. Seem's like I might have to start studying the
Ck..and just this minute one of my house mods has just been updated.I feel
a panic attack coming on.
Jela'n is offline   Reply With Quote
Old 04-25-2012, 03:42 AM   #8
Breton Warrior
 
 
 
Join Date: Apr 2011
Reputation: 280
Posts: 2,385
Quote:
Originally Posted by Jela'n View Post
OK B.W. Thank's for that. Seem's like I might have to start studying the
Ck..and just this minute one of my house mods has just been updated.I feel
a panic attack coming on.
Hold back on that panic attack as there is an easy way around that, always and I mean "ALWAYS" empty all containers before you upgrade any House Mod. Many updates might not change the containers ID's so its not a problem but it is just not worth the possibility of losing your stuff.

Overload yourself with everything in the house and stagger to the outside (He He) make a 'real' save, then do your upgrade. Not so easy with the Workshop doing auto updates without you knowing it is going to happen? Maybe best to unsubscribe any house mod you use and make it a favorite and do a regular check yourself to see if it has been updated?

BTW unsubscribe does not remove the Mod from your PC it only turns it off, just let the game do its 'checks' on your mods before you play it will say "mod unsubscribed has been turn off" or something similar, then just turn it back on.

PS: Please do have a little look at the CK, the basic tutorials will help you get some idea as to how it works its pretty staright forward for stuff like making containers safe. I on the other hand learned with no Internet help and I have some awful bad habits that would make real modders scream in disbelief (but they work, well sort of He He)
Breton Warrior is offline   Reply With Quote
Old 04-25-2012, 06:16 AM   #9
SixSixSix
 
Join Date: Jan 2012
Reputation: 22
Posts: 339
OP, take a minute and go back to where you downloaded the mod from, and post a message for the mod-maker so he knows to correct that.

It will help all players if everyone does that.

6
SixSixSix is offline   Reply With Quote
Old 04-25-2012, 07:02 AM   #10
Breton Warrior
 
 
 
Join Date: Apr 2011
Reputation: 280
Posts: 2,385
Quote:
Originally Posted by SixSixSix View Post
OP, take a minute and go back to where you downloaded the mod from, and post a message for the mod-maker so he knows to correct that.

It will help all players if everyone does that.

6
Very True, Rep given, Ta BW
Breton Warrior is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Skyrim, The Elder Scrolls V


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 11:30 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.