GamerPoets Posted April 27, 2016 Posted April 27, 2016 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?
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 I dont think so (patch). I'll try removing all of the mods after it to be certain and double check. Never used CK before but I have it installed. Will try disabling the other mods first to see if that's it.
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 With only the DLC, Alternate Start and Dawn of Windhelm is still doesn't work.
0 TechAngel85 Posted April 28, 2016 Posted April 28, 2016 Well, disabling things in the CK is easy. If you want to use your own plugin see below before doing these steps. Ensure your CK ini is set up to handle multiple masters. (see Notes) Only activate the mod and it's masters in MO. Run CK. Click on File > Data. Find the mod's plugin in the list and click it. Click "Set Active" button. Click Ok to load. Click "Yes to all" for all errors. Click "Retry" for any shaders failures. Let it load...takes a bit. Find your location in the Cell window and load it. Use the Render window to find the objects, double click them to open their property settings, and click the "Initially Disabled" flag. Click okay to close window. Rinse and repeat. Or you can simply find the objects in the Cell window and edit them there without having to bother too much with the Render window. It can be a bit wonky until you get used to it. Save periodically and close the CK when you're done. It may or may not hang and force you to close it. Buggy....buggy buggy...buggy... Your new saved plugin will be in MO's Overwrite folder.To use your own plugin:Open the CK Click Save on the menu bar. Choose a place to save it, name it, and close the CK. Install it into MO. Continue with the steps above, but on step #5 double click on the mod's plugin to make it a master. Also, on step #6, choose your newly created plugin as the active file instead of the main mod's plugin. Be sure you have the new plug checked in MO before launching the CK so it will show up on the list.
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 Awesome. Thank you for the steps. I am going to keep this page open and open the CK and see what I can do. I'll let you know what happens. So if I get this to work. Wouldn't this technically be a mod that I made? lol a mod of a mod, anyways.
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 WoohoO! lol alright, time to try this
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 Willy Wonkie LOL... but im in the ck and I disabled the first one. On my way to the rest.
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 Might Akotosh it worked!!! LOLOL holy hell... never thought that was going to get finished... ti worked = ) .. Thanks for all of your time man. Do you think if I sent mod authors a message, asking them if I could uploaded a collect of their edited .esps (but not assets, so users still have to download their mods) and uploaded them for my crazy Lets Roleplay Mod list guide that I'm creating https://docs.google.com/document/d/1czD6G-iNclODPsO50Ikaykw1MapRkNNwX4MsYdOVIyM/edit they might say yes?
0 TechAngel85 Posted April 28, 2016 Posted April 28, 2016 Most authors are good peeps and will not mind. Glad it worked. Not so hard, is it. ::
0 GamerPoets Posted April 28, 2016 Author Posted April 28, 2016 Not so hard at all... the magic is fading even faster LOL... thank you = )... I mean... THANK YOU
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GamerPoets
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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