drithius Posted September 29, 2013 Share Posted September 29, 2013 (edited) This should be a simple thing... I'm trying to patch out the AWOP vigilante/legend/sniper npcs but they're marked as quest/persistent references (why!??!). I've tried every way I know to delete, disable, bamboozle the npcs in question through an esp; however, the only way I've managed not to get them to load on a new cell load is to remove the objects altogether in the AWOP esm (with FNVEdit). I'd rather not resort to this. Does anyone know how to fix this via esp and not touch the base file? Edited September 29, 2013 by drithius Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 30, 2013 Share Posted September 30, 2013 Does setting them as initially disabled not work? Why not just delete the placed refs in GECK. Or the more proper method of setting them disabled and giving them an enable parent option opposite the player (the player is always enabled, therefore they cannot ever be enabled). Link to comment Share on other sites More sharing options...
drithius Posted October 2, 2013 Author Share Posted October 2, 2013 Thanks, Gribb. it ended up being a couple things: one, I had missed a couple NPC copy/overrides in my patch, so I was always assuming there was something wrong with my method of deactivation, never realizing until now that I glossed over those entries; two, disabling did prove to be the trick in the end! Link to comment Share on other sites More sharing options...
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