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Posts posted by Koolavinein
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Did you upload it somewhere yet? Or any other info on how to remove those invisible guard posts?
Edit: Just now I did some testing with the creation-kit myself.
Sadly, editing via .esp is working with the worldspace of the settlement, so mods that use that (spring cleaning for example) get disabled and reset with it.
But I found another solution, I copied all the ref-IDs from the editor:
001642E1 001642DE 001642DB 001642D4 001642D3 001254E5 001642E0 001642DA 001642D9 001642D8 001642D7 001642D6 000AF115 001642DF 001642DD 001642DC 001254E6 001254E4 001642D2 001642D5
These are all the IDs that were marked as 'guardmarker'.
Getting their values ingame shows that they are in fact the same as guard posts.
So what you can do is to go into the console and type:
prid <ID>
*enter*
disable
*enter*
with every ID above to disable them all within your game.
Whoever might do that is doing that on his/her own risk. I just did it myself and nothing broke, I can guarantee that for your save though.
Big thanks for this nifty trick. Now all my guards don't go wandering off to the top of The Castle wall contemplating suicide. You should add this to NM it would be a huge help to others. Cheers :thumbsup:
How to remove a master file dependancy from a mod?
in Skyrim LE
Posted
Thank-you sir for this information. Felt like sticking my head in a vice as I couldn't uninstall a mod because my 'merged patch' was dependent on it. Cheers.