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UNmark for delete?


HandofBobb

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yeah, I figured that would be the case, but I was hoping maybe I could use the buildings reference ID to place a new one or something...

 

for future reference, the floorboards at Egret Tours Marina that form a ramp to the upper floor are apparently part of the main building...

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Also for future reference,you can always use "disable" before "markfordelete", if things go wrong you can always just "enable" again before exiting console.

 

On a side note, I read something interesting from a mod author recently, talking about how (at least in FO4, not sure if it apples to all Bethesda games given there's been some, I think, engine changes) "mark for delete" is really confusing to the game engine and can cause problems down the road. (Sorry, can't remember details.) His opinion was that you're better off with "disable." That said, though, I've only used "disable" once in FO4 and the object came back anyway. Probably from that cell reset bug.

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disable just hide the object/thing but it's still there using memory and budget etc. it's safe to use MFD but as long as you know what your doing. and SAVE right before you use it!

Edited by bladexdsl
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disable just hide the object/thing but it's still there using memory and budget etc. it's safe to use MFD but as long as you know what your doing. and SAVE right before you use it!

 

Yeah, that is why I try to avoid using Disable- but the idea of using it to test things before MFD is a good one.

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