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Delete, Disable Best practices


BaronofHe11

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Situation: I want to remove a object a mod adds. In this case I want remove a briefcase.

 

I know of many ways to do this but I'm not sure which is the best way.

1. I could edit the mod directly deleting the object

2. I could edit the mod directly and disable the object.

3. I could make a plugin that deletes the object

4. I could make a plugin to disable the object

5. I could remove the mod and make a new mod without the briefcase.

 

What is consider the best practice in this situation and why is it the best thing to do? I know there were some problems that can pop up when editing mods. I want to try and avoid any pitfalls.

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Thanks for the input. I was reading another thread that jolted my memory on why 4 was a good idea. If I were to say delete the bone saw in the doctor's house. Then installed another mod that moved the bone saw the game would crash because it would be trying to use a object that doesn't exist. However, if I only disabled the bone saw the other mod would still be able to access it without crashing the game.
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In practice, there is some debate about this. If both your mod and the other mod are changing the contents of Doc's house, it is highly unlikely your mods will work together anyway. In addition to the bone saw, there will be worse problems. In my experience I try to pick a location which the most popular mods do not change; once I am there, I find it easier to delete the objects so they don't clutter up my view in geck. But YMMV, and Quetzl has disagreed with this before.
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You can look through some fo3 threads, but there are reports of things changing into new items, as if the IDs shifted down or something after one was removed. Like if a trashcan is deleted, then something else turns into a bed. Whether this is save corruption or something else, I don't know, but in any case it is entirely avoidable by disabling/moving underground instead of deleting.
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