BaronofHe11 Posted November 7, 2011 Share Posted November 7, 2011 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 object2. I could edit the mod directly and disable the object.3. I could make a plugin that deletes the object4. I could make a plugin to disable the object5. 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. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 7, 2011 Share Posted November 7, 2011 4 is what I would consider best practice, as it would be the safest and most functional in most situations. Link to comment Share on other sites More sharing options...
BaronofHe11 Posted November 8, 2011 Author Share Posted November 8, 2011 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. Link to comment Share on other sites More sharing options...
davidlallen Posted November 8, 2011 Share Posted November 8, 2011 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. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 8, 2011 Share Posted November 8, 2011 It's not so much what other mods do, it's that by following #4 you will never delete a vanilla ref, which has been shown to be bad, at least in fo3. Link to comment Share on other sites More sharing options...
davidlallen Posted November 8, 2011 Share Posted November 8, 2011 If a vanilla ref is never used by any script -- for example, a tree in the middle of the wilderness -- what is the harm in deleting it? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 8, 2011 Share Posted November 8, 2011 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. Link to comment Share on other sites More sharing options...
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