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Koolavinein

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Posts posted by Koolavinein

  1. You can easily remove a master if your mod uses nothing from it. Here is how the wiki says to do it:

     

    "To remove an unused master file from a plugin using the CK, follow these steps:

     

    Launch the Creation Kit.

    Navigate to File >Data

    Select any required plugins as normal.

    Select the plugin from the list and notice the list of parent masters on right.

    Select the master file to remove on the right and press Ctrl+Delete.

    If you receive an error regarding the ID, select "Yes."

    Click "OK."

    After the plugin is finished loading, save the changes."

     

    Source: Creating Custom Master Files

     

    The only real problem would be if you have several masters beyond Skyrim.esm and Update.esm. If you remove one, the masters that used to load after it will have to change their master list load order and land in new positions and all the content in your mod that referred to them may get disconnected. It is a royal pain reconnecting everything. But this is only an issue if you have really complicated mods with tons of masters.

    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.

  2. 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:

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