I am having some trouble with my script fragments and I feel I may just be missing a simple step in the process. If anyone can point out what I am missing that would be great. I am looking to remove the action that adds quest markers automatically when terminals are used. (Long Time Coming). In the data selection, I have set my mod to active. I have located the scripts in the terminals and commented out the AddtoMap functions. For example: "NahantMapMarker.AddtoMap()" becomes ";NahantMapMarker.AddtoMap()". I have complied the script with no errors, saved the script edits. saved the terminal changes by clicking ok, saved the mod, and pushed it to game. However, in game, the terminal still adds the location to my map. I have gone back to the creation kit and confirmed my changes. I confirmed the changes in the terminal scripts as well as the quest file that references the same terminal fragments. I also checked the scripts in the user data to confirm that they are there as well. I then also confirmed that the respective .pex files are in my data folders (loaded from the mod). I also confirmed my changes in the creation kit by navigating to Gameplay -> Papyrus Script Editor. And then also re-complied the changes through the Gameplay -> Compile Scripts function. On compiling it cycled through the correct files and complied successfully with no warnings or errors. I am a bit stumped and am left wondering if there is an additional step I am missing. Is there an additional step needed to let a mod know that it needs to load scripts? In the interim I have just removed the markers entirely, but this seems both unnecessary and heavy handed.