RGS Posted May 12, 2015 Posted May 12, 2015 (edited) Hi guys, I recently installed Skyrim Flora Overhaul (http://www.nexusmods.com/skyrim/mods/141/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D141%26preview%3D&pUp=1); generally speaking it's very well done (I consider myself very fussy) though I felt some of the trees were incorrectly scaled (too big). Having done a bit of research I discovered I could manually adjust the scale in-game by bringing down the console, selecting the object and typing 'GetScale,' then making my adjustment via 'SetScale X,' with 'X' being the new value. This seems to work very well, meaning I can modify any trees which appear unrealistically large. Typing 'Disable' seems to remove an object (useful for plants growing in the middle of the road for e.g. or clipping issues) and 'GetPos' and 'SetPos' should be able to move them, though I get the error 'cannot move' when trying this. I've not used any of these commands before and just wanted to check with those in the know that it is safe to make such adjustments before doing so and then continuing with my game (I'm always fearful of messing up my save!). Assuming making these changes is safe, is the change also persistent? i.e. provided I save my game after re-scaling or disabling objects they will then remain that way for that save from that point onwards? I also read about another command 'MarkForDelete,' but am not sure what that does differently from simply 'Disable.' EDIT: It appears as though it actually removes the item permanently, whereas 'Disable' simply hides it - Is there any advantage to using one over the other? Will making any of these adjustments (scale, move, disable, delete) bloat my save? Final question: Does changing the scale of an object affect just that individual instance, or all instances of that model? I guess this is easy enough for me to test, but can't do that right now :wink: Thanks very much in advance! Edited May 12, 2015 by RGS
soupdragon1234 Posted May 12, 2015 Posted May 12, 2015 (edited) It affects just that one tree. Yes its persistent but only in that savegame, load an earlier one or restart the game and they'll be back to normal. MarkForDelete removes objects entirely theres no way of getting them back afaik. If its disabled then the game engine won't render it which is the principal problem, the more rendering the more framerates take a hit. It also takes up no Vram. Skyrim is already well optimized so there isn't much if any perfomance gain to be had by disabling things. If you're talking about a mod that adds lots of clutter then its a different matter. If you simply want to move objects then try Jaxonz Positioner its much easier than using console commands. Edited May 13, 2015 by soupdragon1234
RGS Posted May 12, 2015 Author Posted May 12, 2015 Thanks a lot for the reply Soupdragon. So I should be fine just rescaling trees and bushes when I spot oddities? I don't intend to be doing this a lot, only here and there as I spot them, particularly if located in frequently visited places. Sounds as though 'disable' rather than 'mark for delete' is the safer option for me, for e.g. say the mod author changed the tree model or scale, that way I could re-enable the offending object after installing the update, correct? How do you go about selecting a hidden object though, do you need to make a note of the ID before disabling it? Understand that the changes are linked to the save file and will not apply to earlier saves/new games - This is not a problem. Other than that though there are no issues with making these changes (regarding save bloating/stability)? Will take a look at Jaxonz Positioner when it comes to actually moving objects (again this would just be to sink floating tree meshes into the ground etc); thanks for the suggestion. Thanks again for all the info and the swift response, very much appreciated!
soupdragon1234 Posted May 13, 2015 Posted May 13, 2015 Thanks a lot for the reply Soupdragon. So I should be fine just rescaling trees and bushes when I spot oddities? I don't intend to be doing this a lot, only here and there as I spot them, particularly if located in frequently visited places. Should be fine, they're just static meshes afterall. So long as they're not say, obstructing other objects or NPC's there shouldn't be a problem afaik. Thanks a lot for the reply Soupdragon. Sounds as though 'disable' rather than 'mark for delete' is the safer option for me, for e.g. say the mod author changed the tree model or scale, that way I could re-enable the offending object after installing the update, correct? How do you go about selecting a hidden object though, do you need to make a note of the ID before disabling it? You would need to make a note of its ID or if you know how to use the Creation Kit you can look up it's ID in there. NPC's and the like have their ID's listed on Wiki's etc. Most other items do not. prid <ID>enable from the console to re-enable disabled objects. Understand that the changes are linked to the save file and will not apply to earlier saves/new games - This is not a problem. Other than that though there are no issues with making these changes (regarding save bloating/stability)? If you're talking about static meshes as you were, mostly not unless you do something silly like delete Breezehome's doors or something. Problems mostly come with using console commands on quests, and NPC's - disabling them can have unfortunate consequences. Bloat is usally due to poorly written and/or removed scripted mods that accumulate unprocessed script calls (scripts remain in the savegame always) - Register for Update being the usual offender. Thanks again for all the info and the swift response, very much appreciated! You're welcome. :smile:
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