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Removing Persistent items


OrXain

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I'm clearing out all the scrap from the vault tec workshop settlement to build my own vault via the creation kit and noticed a lot of the scrap is persistent, I was going to delete all the scrap and then do a undelete and disable reference in FO4Edit but doing that moves the persistent items back in their original locations in the creation kit making it awkward to mod, so how is it best to deal with the persistent objects? Shall I just delete them and don't initially disable them? Can persistence be removed from a object?

Thanks

Edited by SamA1992
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You should never delete a vanilla item. Especially a persistent one. The proper solution is to disable the reference. Any mod that looks for it will find it and it'll be disabled. You can further set an enable parent to opposite of playerref so it can't be re-enabled. Which is how the newer versions of xEdit handle it when you do the undelete and disable references.

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You should never delete a vanilla item. Especially a persistent one. The proper solution is to disable the reference. Any mod that looks for it will find it and it'll be disabled. You can further set an enable parent to opposite of playerref so it can't be re-enabled. Which is how the newer versions of xEdit handle it when you do the undelete and disable references.

Great thanks for your reply, is there a reason why xEdit doesnât move the persistent items down -30000 like it does with the temporary references?

 

I have to edit each record manually otherwise and theres a lot of scrap to do.

Edited by SamA1992
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You should never delete a vanilla item. Especially a persistent one. The proper solution is to disable the reference. Any mod that looks for it will find it and it'll be disabled. You can further set an enable parent to opposite of playerref so it can't be re-enabled. Which is how the newer versions of xEdit handle it when you do the undelete and disable references.

Edit: double post Edited by SamA1992
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You should never delete a vanilla item. Especially a persistent one. The proper solution is to disable the reference. Any mod that looks for it will find it and it'll be disabled. You can further set an enable parent to opposite of playerref so it can't be re-enabled. Which is how the newer versions of xEdit handle it when you do the undelete and disable references.

Great thanks for your reply, is there a reason why xEdit doesnât move the persistent items down -30000 like it does with the temporary references?

 

I have to edit each record manually otherwise and theres a lot of scrap to do.

 

 

I thought it did actually. I don't run into the need to use the undelete and disable function much. Never really paid much attention. Whenever I need to do stuff like that I usually do the disable manually.

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