Lollia Posted June 7, 2023 Share Posted June 7, 2023 (edited) I'm not normally one to create a new topic right after posting another thread, but this is a drastically different subject: I have been receiving some seriously mixed signals whenever I inquire about editing or adding to vanilla areas. Some people have told me that you have to keep EVERY SINGLE OBJECT--trees, chairs, decorative bits--keeping them where they stand and opting to disable them. Others have said that you can freely delete them--provided that you know the objects are not tied to any NPC scheduling or quest requirements. The former sounds like a nightmare in the making, while the latter sounds quite fair... But which method is correct? Edited June 7, 2023 by Lollia Link to comment Share on other sites More sharing options...
greyday01 Posted June 7, 2023 Share Posted June 7, 2023 To be safe I would not delete. If you want to remove a lot of items quickly in a cell there is a fairly quick method.With the cell in the render window put a floor a ways below the floor in the cell, out of view. (I don't know if this is strictly necessary).Under Edit - Render Window Picking Preferences - exclude the sort of items you don't want to move like water, statics, actors, ect.Then by clicking and holding down control while you drag you can make a selection box that will select everything in it that wasn't excluded.Drag the entire set of selected items below the original cell floor and drop them onto your new floor. Try using F to drop the entire set. This makes a less messy looking render window, but if you don't want to MOVE the items selected you could disable while leaving them in place after selecting them. You can use the control click and drag method if you want to move a large part of an entire cell say if you want to extend a passage to an already made room. As long as you are sure that no other mod uses the items you delete it shouldn't cause a crash, but it might be better to be safe. Link to comment Share on other sites More sharing options...
Lollia Posted June 7, 2023 Author Share Posted June 7, 2023 (edited) To be safe I would not delete. If you want to remove a lot of items quickly in a cell there is a fairly quick method.With the cell in the render window put a floor a ways below the floor in the cell, out of view. (I don't know if this is strictly necessary).Under Edit - Render Window Picking Preferences - exclude the sort of items you don't want to move like water, statics, actors, ect.Then by clicking and holding down control while you drag you can make a selection box that will select everything in it that wasn't excluded.Drag the entire set of selected items below the original cell floor and drop them onto your new floor. Try using F to drop the entire set. This makes a less messy looking render window, but if you don't want to MOVE the items selected you could disable while leaving them in place after selecting them. You can use the control click and drag method if you want to move a large part of an entire cell say if you want to extend a passage to an already made room. As long as you are sure that no other mod uses the items you delete it shouldn't cause a crash, but it might be better to be safe. Thank you for the response! This is quite helpful. Let's say I choose to go the floor route and move all the objects below... If I set them as disabled as well, does that prevent them from taking up processing power while in-game? I don't think disabled objects are rendered, but I'd like to be certain. Edited June 7, 2023 by Lollia Link to comment Share on other sites More sharing options...
greyday01 Posted June 7, 2023 Share Posted June 7, 2023 Disabled items are not rendered. If the room has a room bound and the new floor is outside of that room bound any items, including the new floor would not be rendered in any case. I would expect all vanilla cells would have already been optimized by room bounds and portals but I haven't checked. See this tutorialCreation Kit Tutorial Series - Episode 8: Optimization - YouTube Link to comment Share on other sites More sharing options...
Lollia Posted June 10, 2023 Author Share Posted June 10, 2023 (edited) Disabled items are not rendered. If the room has a room bound and the new floor is outside of that room bound any items, including the new floor would not be rendered in any case. I would expect all vanilla cells would have already been optimized by room bounds and portals but I haven't checked. See this tutorialCreation Kit Tutorial Series - Episode 8: Optimization - YouTube Thank you for the link! I'm a little confused about why I have to log in to prove I'm an adult in order to watch a video about room bounds, but okay. :tongue: Edited June 10, 2023 by Lollia Link to comment Share on other sites More sharing options...
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