Mookeylama Posted March 31, 2014 Share Posted March 31, 2014 i've got couple mods (Better City Entrances and Windhelm Military Enhancement) that add stuff around the Windhelm stable and bridge area. some stuff obviously overlaps and clips. also seems to be navmesh path problems with npcs (from NPCs On Horses and Inconsequential NPCs) walking n ridng past that area. i know a patch or fiddling w/ the 2 mods in TESVEDIT or CK would be a better fix, but i have no idea how to do that and cant even get CK to install properly.so could i just use console command "disable" to disappear some clipping stuff? or would "mark for deletion" be a better command? would it be safe and stable to do that? i've used "disable" no clean up some of the overlapping stuff here, but is it safe doing that.would it help w/ navmesh and npcs moving about? thanks Link to comment Share on other sites More sharing options...
Deleted31005User Posted March 31, 2014 Share Posted March 31, 2014 Generally "disable" and "markfordelete" are safe to use on clipping items such as trees, but it all depends on how things work in the mod itself.For example if you would remove a bed which is attached to an npc (where he goes to sleep) then of course that npc will have issues, same goes for anything else that could serve as a "marker" for npcs doing all sorts of actions.Either way deleting lights will not work, you can delete the candle but not the actual light source.And if there are navmesh issues you can try to remove some stuff so they can walk through it more properly, but if two or more mods are causing navmesh issues then there not a lot you can do about it tbh.Normally you would choose to install one mod and if this mod is causing conflicts with another mod you just don't install that other mod, its going to cause nothing but issues. Link to comment Share on other sites More sharing options...
Mookeylama Posted March 31, 2014 Author Share Posted March 31, 2014 thanks. but which is the better command to use, "disable" or "mark for deletion"? Link to comment Share on other sites More sharing options...
Jokerine Posted March 31, 2014 Share Posted March 31, 2014 I prefer 'disable' as at least it can be reversed (if you make a note of the item ID), and you can see right away what you're removing. 'Markfordelete' is a permanent removal that cannot be reversed, and you cannot see what you've removed unless you save afterwards and reload the save. Link to comment Share on other sites More sharing options...
Deleted31005User Posted March 31, 2014 Share Posted March 31, 2014 (edited) true Joker, but if an object is first disabled and then get enabled through something (such as a quest or a buy dialogue for example) then the "disable" console command will not work, so in those cases you really need to use "markfordelete".In any case, before using markfordelete make a back-up save for safekeeping and always remove on item at a time, quicksave, quickload and make sure the correct item is removed.Disable is safer to use, though it does not always work, none of them are any better then the other, they are just used in different situations. Edited March 31, 2014 by Guest Link to comment Share on other sites More sharing options...
Mookeylama Posted April 2, 2014 Author Share Posted April 2, 2014 ah! thanks all. good points. think i'll use disable mainly and jot the ID down too. since what i'm getting rid of is just clipping trees, rocks, floating plants ect Link to comment Share on other sites More sharing options...
Muladhara86 Posted June 17, 2014 Share Posted June 17, 2014 I'm in a similar position. I want to get rid of a rock from ETaC that has minor clipping issues with a house added by Helgen Reborn, and I'm procrastinating about learning the CK/TES5Edit. My question is that if I markfordelete an object (the rock, in this case), will it delete other instances of that rock model that are used throughout Skyrim? I'm not sure that's the case, but I want to be before I potentially cause problems. Link to comment Share on other sites More sharing options...
Jokerine Posted June 17, 2014 Share Posted June 17, 2014 No, it will be the one you click only. Link to comment Share on other sites More sharing options...
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