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Disable or Mark for Delete?


BrotherShamus

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I'm still fairly new to this and have put together a fairly stable LO. A couple of the mods I'm using are Enhanced Solitude (with Enhanced Solitude Docks) and Dense Nordic Forests. I love both mods and figured I could 'fix' any conflicts with the console command 'markfordelete' where trees were clipping through objects. The problem is that I'm about 80 hours into my play through and some strange things are happening. Animals, NPC's and signs seem to be floating around the worldspace in Solitude now. Should I have just disabled the objects?

 

This was just supposed to be a test play through so I fully knew I would be breaking my save to learn a few things but... while I've seen the result, I still haven't learned a solution.

 

One more thing... using LOS2, if I try to install the patch for Solitude Expansion (which is incorperated into Enhanced Solitude Docks), it tells me there are missing masters so... I've also been 'markfordelete-ing' a bunch of lanterns. Can I install the patch despite the fact that Vortex is giving me that message?

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Using markfordelete is pretty harsh, like yanking the rug out from under the game. If nothing is ever going to reference that object again, it is no big deal. Disable leaves the object in the game so any mod that wants to reference it can still do so, and unlike markfordelete, it is non-permanent. If you change your mind down the road, you can always "enable" something that has been disabled (you'll need to have the RefID to enable, which usually means recording it somewhere for future reference when you disable).

 

I use markfordelete to get rid of objects like corpses that seem to linger forever, and when I accidentally pick up human flesh when looting (which also seems to linger forever when dropped). That's about it. The odd tree I will either use disable, or use xEdit to make a patch and move the tree to a more suitable location (I happen to like trees).

 

However, your floating objects may not be caused by using markfordelete. Floating animals outdoors is a common symptom of a physics problem. Refresh rates over 60 Hz are known to cause physics problems like that. If you haven't done so, try limiting your refresh rate to 60 Hz. A good method for making adjustments like this is to use BethINI. https://www.nexusmods.com/skyrimspecialedition/mods/4875

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No, the NPCs will not react to it. But when any given mod loads, and if it references that object and the object has been deleted, then there may be a script or reference out there with nothing to point to. That causes game instability. It is one of the reasons why uninstalling mods in the middle of a play-through is discouraged.

 

Say for example, there is a mod that moves a tree from point A to point B. If the tree is disabled, the mod still finds the tree and is happy. But you don't see the tree or the change that took place since it is disabled.

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FTR, It is generally advised to use mark for delete rather than disable if you're removing a placed asset.

 

As I recall, (or the way it was explained to me) it has to do with disabled objects often ending up populating the space at Skyrim's geographic origin, somewhere nearby and above the Bleakwood Basin giant's camp, which can cause game instabilities.

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Ahhh... okay. So disable is definitely the better option in basically every situation. And I'm thinking that since I deleted a few big trees (and accidentally derped a house), I might have messed up Dyndolod as well.

 

Thanks for the info! I'm thinking today is a good time for a new LO...

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Yeah, just saw that. I'm thinking that the trees added by Dense Nordic Forests would definitely be safe to delete as no other mod would be looking for them. Maybe I'll start a new save... disable a few things and go to Bleakwater to see what's up.

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