practikalhatful Posted June 7, 2021 Share Posted June 7, 2021 Iâm using an existing mod that adds some NPCs. What Iâd like to do is have them removed (disabled I guess) on completion of an unrelated (but default game) quest. This seems like it should be a simple thing to do but before I fire up the CK for the first time, what do I need to think of? Is it actually as simple as Iâd hope? Longer story - itâs inconsequential NPCs, which adds a few fences around various cities. Iâd like for the fences to be removed on completion of the thieves guild âspecialâ jobs for that city. As the guild gets more powerful if drives them away. I considered some more complex options - maybe the guild asks the Dragonborn to scare them away, maybe the guild asks the Dark Brotherhood to deal with it - but my gut feel is that this would be a lot of work for something so minor! Link to comment Share on other sites More sharing options...
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