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Deleting things form the object tree


Korodic

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When I make new objects/instances/whatever, I sometimes realize it wasn't the best choice possible. Can I FULLY delete the object I created?

I don't want to see this:

myobject*D

your object will be deleted next time geck closes (closes without crashing that is), before that, there's pretty nothing you can do about tha*D, from what i know anyway.

Edited by stevie70
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Yes. Also, to ensure the objects are deleted, you can open the file in FNVEdit (after closing it in GECK) and check to make sure that the records were actually deleted. As general modding practice, you should always make a habit of checking your mods in FNVEdit for bad or unnecessarily overridden records, etc. before upload.
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Yes. Also, to ensure the objects are deleted, you can open the file in FNVEdit (after closing it in GECK) and check to make sure that the records were actually deleted. As general modding practice, you should always make a habit of checking your mods in FNVEdit for bad or unnecessarily overridden records, etc. before upload.

Thiiiiis.

 

Scrub your mod with FNVEdit periodically for best results. I find it can be hard to track down everything on reasonably large mods, but if you take some time after every few hours of development to scrub it in FNVEdit your life is a lot easier.

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Thiiiiis.

 

Scrub your mod with FNVEdit periodically for best results. I find it can be hard to track down everything on reasonably large mods, but if you take some time after every few hours of development to scrub it in FNVEdit your life is a lot easier.

Most certainly. In fact, I find myself sometimes closing GECK to go clean out if I edited a cell by accident, or made some other change I didn't like. Instead of waiting and maybe forgetting, I do it right then and there, so it's done and not an issue later down the road.

 

If every mod author insured that the mod was clean, probably half the issues reported ever would never have been reported.

 

Back on topic. If you ever find yourself deleting objects that appear in vanilla locations, such as buildings, or shelves, or even just dirt on the floor. It's fine to delete it, because that goes faster. However, as a final step, load the mod in FNVEdit and right click the mod, then choose "Undelete and disable records". This will remove the deleted flag from your mod, and replace it with a disabled flag. This ensures that any other mod that might come along and change that record can still change it.

 

For example, say ModA deletes a light, and ModB comes along and references that light in a script. When ModB runs, that light isn't there, and the script crashes, potentially crashing the game, and at least, causing an undesirable effect in ModB, at which point the user reports to ModB author a problem that is actually cased by ModA.

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