thejadeshadow Posted August 7, 2013 Share Posted August 7, 2013 I have a house mod in a cell near Whiterun (a wilderness cell), and in that cell are two LvlAnimalPlainsPredator that spawn wolves. They are right next to my house door and I don't want them spawning constantly, as they'd become quite a pain eventually. What is the best way to stop them from spawning without causing heavy impact to other mods. (such as crashing) Link to comment Share on other sites More sharing options...
Ironman5000 Posted August 8, 2013 Share Posted August 8, 2013 Delete them? I doubt they will be missed and won't cause ctds. Link to comment Share on other sites More sharing options...
Pevey Posted August 8, 2013 Share Posted August 8, 2013 Ironman, are you sure that's correct? I would have thought deleting them would create potential for CTDs with any other mod that attempts to alter them in some way. Try to disable them. I'm not sure offhand whether that is possible with that form type. Link to comment Share on other sites More sharing options...
Ironman5000 Posted August 8, 2013 Share Posted August 8, 2013 (edited) They are just world objects, if another mod edits it and is loaded after this mod I would then it might still show, but it would be more likely that any spawn edits from anything else (like Momod) would have been made to the 'levelled actor' rather than the placed 'actor' which uses the levelled data (and is more logical) and therefore wouldn't cause any problems if removed. The only possible way that a conflict would happen would be if something else moves or changes the object in the render window, but if this mod is loaded last it will 'win' the conflict. EDIT: Anyway if deleting them bothers you then just move them to safe distance so they aren't intruding on your space. Edited August 8, 2013 by Ironman5000 Link to comment Share on other sites More sharing options...
Pevey Posted August 8, 2013 Share Posted August 8, 2013 The only possible way that a conflict would happen would be if something else moves or changes the object in the render window, but if this mod is loaded last it will 'win' the conflict. Yeah, this is the biggie. If one mod deletes it, and then the user installs another mod that alters it, result is CTD. You don't really want to rely on load order through BOSS or (god forbid) the user reading directions. We all know how that goes. Better to be safe and instead disable it or move it out of the way (with static objects, best to move it down vertically so you don't accidentally move it out of the cell--that wont work with actors, though. When the cell is loaded, the actor would fall from the sky. Best probably to disable it). Link to comment Share on other sites More sharing options...
Ironman5000 Posted August 8, 2013 Share Posted August 8, 2013 *dries teeth* I wouldn't move it down, when actors spawn under navmesh that causes ctd. I learnt that the hard way making mowars. Link to comment Share on other sites More sharing options...
Pevey Posted August 8, 2013 Share Posted August 8, 2013 It doesn't usually cause CTD under normal circumstances. Will cause them to fall from sky. Which is why disabling is the way to go here. And I don't know what dries teeth means. Link to comment Share on other sites More sharing options...
lifestorock Posted August 9, 2013 Share Posted August 9, 2013 (edited) They are just world objects, if another mod edits it and is loaded after this mod I would then it might still show, but it would be more likely that any spawn edits from anything else (like Momod) would have been made to the 'levelled actor' rather than the placed 'actor' which uses the levelled data (and is more logical) and therefore wouldn't cause any problems if removed. The only possible way that a conflict would happen would be if something else moves or changes the object in the render window, but if this mod is loaded last it will 'win' the conflict. EDIT: Anyway if deleting them bothers you then just move them to safe distance so they aren't intruding on your space. Don't delete anything from official plugin files ...ever! Tick the "Initially Disabled" flag of the reference and move it into the void. You also need to delete the lvlpredatorscript and remove any enable parents from the reference (NOT the base npc). Otherwise the script or enable parent re-enables the wolves again under certain circumstances and can cause problems (see below). *dries teeth* I wouldn't move it down, when actors spawn under navmesh that causes ctd. I learnt that the hard way making mowars. The game only CTDs if the npc gets activated under the navmesh. Just cut all connections to the script or present enable parents, as said above, and everything is fine. Edited August 9, 2013 by lifestorock Link to comment Share on other sites More sharing options...
thejadeshadow Posted August 12, 2013 Author Share Posted August 12, 2013 Don't delete anything from official plugin files ...ever! Tick the "Initially Disabled" flag of the reference and move it into the void. You also need to delete the lvlpredatorscript and remove any enable parents from the reference (NOT the base npc). Otherwise the script or enable parent re-enables the wolves again under certain circumstances and can cause problems (see below). Thank you lifestorock... that is what I will do. :cool: Link to comment Share on other sites More sharing options...
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