nightscrawl Posted September 14, 2017 Share Posted September 14, 2017 Honeyside in Riften is my favorite house in the game, with one exception: I dislike the wall mounted animal heads. So I decided to make a mod to get rid of them. I tried a couple of different methods. The first was by just deleting each object. This works fine in the cell view and render window in the CK, but when I load it into the game, all of the deleted heads are floating above the alchemy table. The second method was by selecting each object, and checking the boxes for "initially disabled" and "hidden from local map." I also UNchecked the box for "respawns." None of these did anything; the heads were still there in the game. I do know that you supposedly can use the console to disable objects in your home. You open the console, click said object, type "disable," reload the cell, and it should be gone. I've tried this, but it doesn't seem to work. I'd prefer to do this via a mod anyway. Link to comment Share on other sites More sharing options...
thumbincubation Posted September 14, 2017 Share Posted September 14, 2017 I don't understand the entire process, but it seems things added to the house via script (asking the steward to decorate) are a problem to delete from house mods. Some of my early attempts to mod Breezehome (oldrim) had things reappearing. I took the advice of other modders to drag the items outside the confines of the house and just let them stay there, floating in the cell, rather than delete or disable them, and it seems to work long-term. Once I started doing that, nothing came back. There may be a better way, and hopefully someone more knowledgeable will come along and give us both advice on that, but in the mean time that should help you some. If you're not too far in, I'd consider dumping the mod and starting again, to avoid any lingering issues. Link to comment Share on other sites More sharing options...
nightscrawl Posted September 14, 2017 Author Share Posted September 14, 2017 I don't understand the entire process, but it seems things added to the house via script (asking the steward to decorate) are a problem to delete from house mods. Some of my early attempts to mod Breezehome (oldrim) had things reappearing. I took the advice of other modders to drag the items outside the confines of the house and just let them stay there, floating in the cell, rather than delete or disable them, and it seems to work long-term. Once I started doing that, nothing came back. There may be a better way, and hopefully someone more knowledgeable will come along and give us both advice on that, but in the mean time that should help you some. If you're not too far in, I'd consider dumping the mod and starting again, to avoid any lingering issues. Thanks for the response! This is what I ended up doing. They're over by the hidden "storage" for chests and such that are off in space. It looks weird to see them floating there in the render window, but they don't appear in the house in the game, so that's fine. That was all I wanted to do with the place, so it was easy to just start again. It seems like sort of a hacky way to do things, but whatever works, I guess. Link to comment Share on other sites More sharing options...
thumbincubation Posted September 15, 2017 Share Posted September 15, 2017 That's what a lot of creation kit has come down to, for me. Whatever works. Glad you got it working the way you want. Link to comment Share on other sites More sharing options...
IceTater Posted October 15, 2017 Share Posted October 15, 2017 You could just use this mod:https://www.nexusmods.com/skyrimspecialedition/mods/1371/? Link to comment Share on other sites More sharing options...
nightscrawl Posted October 15, 2017 Author Share Posted October 15, 2017 You could just use this mod:https://www.nexusmods.com/skyrimspecialedition/mods/1371/? No, that doesn't suit my needs. I could have just done that myself if I wanted to remove mounted animal heads from the entire game, which is what that mod does. I don't care if some jarl has animal heads in his or her hall, or anywhere else Bethesda chose to place them in the default game. But as Honeyside is my own character's house, I wanted to remove them from that specific location. Link to comment Share on other sites More sharing options...
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