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Deleting scripted house items, or juste move them?..


ThinkGreen

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Hell-o :)

in the CK, one of the house i modded is Breezehome, and i know i CAN delete clutters and stuff if i want, but its not the proper way, since lots of objects are directly linked to scripts from Heartfire and 'upgrades' from the jarl..

 

After a while, i will delete them 'properly' to make sure the scripts wont be looking for something deleted..

..BUT for now, i need to know:

 

-all the items floating in the empty grey space in CK, when in game, will the unstatic items fall infinitly in the emptyness?

-i doubt it a lot but just to be sure, can it alter the cell's stability or performance to have lots of stuff in the grey emptyness ?

 

thanks!

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You can't actually delete things that are in the master. All you can do is to move them out of the way and disable them (and if they have enable parents, disconnect them from those, otherwise they may get enabled again).

 

If the objects you are hiding are flagged as Havok Settle, you can turn that off so they don't try to fall down.

 

BTW, "Static" doesn't refer to gravity and being immobile, it refers to "statically loaded into memory at game load and kept there, even when the cell isn't loaded". If the CK has flagged something as static, it's because something else references it. Anything else is "temporary" and is unloaded from RAM when you leave the cell, then reloaded if you come back.

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Thanks,

Yes i am aware of that, i been modding Skyrim for about 4 years.., .. i never said i would actually delete them from the master file lol, i said i would delete them from the cell, in my plugin..

 

And about static meshes, i know.. but you should know already that most static items wont fall or move, compared to movable static or 'food' :P

 

Anyway, as i said, i want to eventually disconnect them to make them independent of the heartfire scripts, and for now they are floating and falling in the emptyness, and i was wondering if it can alter the stability of the cell.

 

Thanks.

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The easiest process is to simply mark things as deleted in the CK, then use SSEEdit to "Undelete and Disable" them. That will (by default) both mark them disabled and move them far away in the cell (30000 units down I think). That will be far enough that the game will effectively ignore them. (They won't fall forever because the game will eventually just stop trying to process them.)

 

The only potential problems would be if a script explicitly tries to enable them and move them to some specific location. If that would happen you would need to edit the script because anything you tried to do to the object wouldn't work. (The reason you Undelete and Disable references during the "cleaning" with SSEEdit is to avoid game crashes that would happen if you actually marked an original game item as deleted and then a script tried to reference it.)

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