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How do I disable/deactivate 'enemy/predator' markers?


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Hello

 

i've been researchng this for a couple of hours to no avail.

 

I've found some discussions on Reddit For instance, "Is it possible to remove NPCs or enemies fro spawning in the game? Or at least in spsecific areas of dungeons?", and "How do i go about removing animal spawns in tthe CK?". And in Quora "How can I create random encounters for Skyrim in Creation Kit?".

 

These discussion don't actually explain how to deactivate the markers. I've looked at the markers in two specific regions I'm interested in, but I can't see how to deactivate them.

 

Should i just sink them below the ground? - but then I'm not learning anything about how the CK works that way.

 

Basically, I'd like to try to create my own worldspace in the Western Reach (!), so i found two locations for a possible door/world hook-up. But I'd like to have a non-attacked ride on my horse to the gate to the Western Reach...!

 

1. There's a road that leads to a dead-end cliff face past Pinefrost Tower, which is down the way from Lost Echo Cave. So far I've been attacked by two frost trolls at the collapsed tower.

 

There are two yellow markers there: LvlAnimalMountainSnowPredator. Details are: Script: Lvlpredatorscript, Leveled Actor: Medium, Location reference Type:Boss. Edit Base: Actor Base LCharAnimalMountainSnowPredator. All ticked except: Use Keywords.

 

How do I deactivate these two markers?

 

Before I get to Pinefrost Tower i have been attacked by two gargoyles and on another occasion by a Bandit Chief and Bandit travelling up the road from Lost Echo Cave. All I can find is a red x marker linked to a map marker on the horizontal tower itself. A blue COC marker, a small red and pink marker on the ground with WETravel as its Loc Ref Type connected to a pinkish WETRigger box by a dead tree trunk. I checked its details and its to do with an event and Imperial/Stormcloaks. Also 1 green LvlAnimalMountainSnowPredator.

 

I cant see how this is spawning banditry and vampires unless there is something in the WETrigger box programming or the LvlAnimalMountainSnowPredator.

 

2. Another possible route to the Western Reach would be a great winding pathway right next to Ragnvald. At the end you come across a hagraven and her camp. Do i just sink the hagraven and the camp stuff under the ground. She's attached to two patrolidlemarkers. There's also a boss chest with a yellow marker on it. (Why is the yellow marker on it?)

 

En route to the Hagraven, I pass Salvius Farm, and there's a minimalist Dwermer ruin and another pink WETrigger box, another Event with Imperial/Stormcloak, connected to two red and pink ground x markers with WETravel on Loc Ref Type. These are connected to five red 'pillar' x markers with the central one called WESceneCenter on Loc Ref Type. The other four have WEScene.

 

Last time I went up there, two sabre tooth cats attacked a goat and bandit in studded armour. Cleary this WETrigger box is spawning enemy predators and 'prey'. Though i dont understand how if the WETrigger box mentions the two soldier factions. Can you explain why? Somethng in the Event spawning?

 

Should I move the Dwemer ruins and the whole trigger box and markers elsewhere or just sink it below ground and deactivate the markers?

 

I seemed to have written an essay here but I don't know how else to explain it. There are videos showing how to place enemy markers but i would like to know how to remove the in-game ones professionally.

 

Of course, if I created a door to my worldspace, I could just teleport there but for immersion sake it would be nice to ride up attack free!

 

Thanks for taking time out to read my query.

 

 

 

 

 

 

 

 

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  • It's simple: double click on the marker. On the object reference window you just opened, look the boxes at the bottom: Start dead, Initially disabled, Ignored by Sandbox, Don't Havok Settle etc.

Just check Initially disabled and the spawn will be !disabled! Or check Starts Dead, the creature will be there, but dead.

Some objects are initially disabled and are enabled by triggers/scripts. If a marker is already checked as Initially disabled, only add Starts dead.

 

  • Moving or deleting creature can mess other mods or encounter, beware of the place you move them, it can be like a domino effect: a moved troll is too near of a wolf. The wolf flee on the road and eat this precious NPC. The death of the NPC mess up a hugely indispensable side quest involving a letter or cabbages.
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Hello Vactrol

 

Many thanks for replying.

 

At least its easy to deactivate the markers. i didn't realise about the domino effect thing though...! I think I'll just have the world hook-up at the road dead-end past Pinefrost Tower. The two trolls (or whatever) just seem to be generic. I'll just make them 'dead'.

 

Best wishes

 

SnowberryGal

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