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Permanently Disabling Objects in Skyrim


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Posted

If I'm not mistaken, disabling objects via the console only does so temporarily?  What are my options to disable objects from mods (such as dawn of windhelm) permanently? 

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Posted

markfordelete

 

but be careful with it.

No, I dont know of any consequences.

 

As for editing the esp, just flag it as disabled or delete it. If you do delete it run the UDR script

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Posted

Cool. I always heard not to use it but never knew why. I will try it out and just back up my save and see what happens. Otherwise I'd have to open the mod in the CK right? 

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Posted

Set disabled flags in the plugin using xEdit. This is the same thing as opening the CK and marking the item as disabled.

 

Never just delete unless it's your own mod. This is what we do with the vanilla lights when working on Relighting Skyrim, per JawZ's instruction. Deleting things can cause issues, though I don't know any specific issues.

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Posted

Never just delete unless it's your own mod. This is what we do with the vanilla lights when working on Relighting Skyrim, per JawZ's instruction. Deleting things can cause issues, though I don't know any specific issues.

I believe an issue arises when something references an item when it is deleted.

Thats why I appended "If you do delete it run the UDR script" because that will disable them and do the usual xEdit UDR thing.

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Posted

Thank you guys. So I just need to open the console, click on the item in game (mostly clutter from JK's and Dawn mods) write the item name down then go into xedit and set the flag?

 

EDIT: My mod list is going to be damn near 600 mods lol so I need to cut corners where I can (and get rid of things that just don't make sense to me like floating Netch's in Windhelm)

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Posted

Thank you guys. So I just need to open the console, click on the item in game (mostly clutter from JK's and Dawn mods) write the item name down then go into xedit and set the flag?

 

EDIT: My mod list is going to be damn near 600 mods lol so I need to cut corners where I can (and get rid of things that just don't make sense to me like floating Netch's in Windhelm)

jeez, that worse than me.

These days I leave the textures up to SMC. As I have a full install.

Its about 30GB of archives and about 23GB final.

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Posted

I couldn't = ) Half the fun for me is picking each little piece of the game. 

 

I "Initially Disabled" and then I tried "Deleted" and then I cleaned it and it still shows up in game. 

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Posted

I went in the first time set a record flag to "Initially Disabled". Saved the .esp. Went back in game and they were still there. Am I suppose to do anything after setting the initially disabled?

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Posted

Started a new game after you disabled them? You shouldn't have to, but I can never remember what all gets backed into saves and what doesn't. I wouldn't thank object records would get baked, but you never know.

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Posted

Yeah. new game. There are 8 scathecraw records (i went through every record in the entire plugin to be sure) in xedit for Dawn of Windhelm (however in game I found 12) . I clicked on each of the 8 records in xEdit, went to Record Flags, set to "Initially Disable" for each one. Then I saved the .esp. Went into a fresh game and all the scathecraws are still there.

 

REinstalled the backup file to try again. Second time I tried to mark them all with "deleted". Undeleted and disabled. Saved. Started a new game. Still all there. 

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Posted

You should there's not a patch providing them? ...because it sounds weird that it's not working. Your only other option is to jump into the CK to disable them. You could do it in the mod's plugin itself or create a new plugin that will set them to "Initially Disabled". Make a back of the original if you choose the former.

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