LostBoyLazarus Posted February 8, 2018 Share Posted February 8, 2018 Hi. I'm currently playing Skyrim Legendary Edition and have found myself using the console commands to remove a stuck Blood Dragon skeleton from Morthal and another from Eldersblood Peak (this one had regrown its skin but had started stuck in the sky to begin with). I've also had to use it to clear Hroggar's body from Morthal after he was found dead outside the mill upon completion of Laid to Rest. Finally, I've had to remove several Ash Piles from the world too. Now, my question is which console command should I be using to remove objects such as these? I've been using "markfordelete" but have also read I should be using "disable" instead. I've been looking online for an answer to this but haven't found a direct answer. If my understanding is correct, "markfordelete" removes the object for good (in my current playthrough) while "disable" removes the object when the cell reloads but isn't truly gone. Is this correct? Thanks. Link to comment Share on other sites More sharing options...
iXenite Posted February 8, 2018 Share Posted February 8, 2018 Disable is the way to go. Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted February 8, 2018 Author Share Posted February 8, 2018 Disable is the way to go.I'll start using disable then. Thanks. Any idea what the risk is of using "markfordelete" over "disable"? Link to comment Share on other sites More sharing options...
tejano2828 Posted February 9, 2018 Share Posted February 9, 2018 can't you just wait 31 days and have the cells reload? Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted February 9, 2018 Author Share Posted February 9, 2018 can't you just wait 31 days and have the cells reload?Not if you're in and out of the same cells all the time. After a while, that Blood Dragon Skeleton starts blocking the path and needs to go. Link to comment Share on other sites More sharing options...
iXenite Posted February 9, 2018 Share Posted February 9, 2018 I'll start using disable then. Thanks. Any idea what the risk is of using "markfordelete" over "disable"? The reason why "disabling" things is better is because you can reverse the changes you made. If you make reference to the ID of that object, you can quickly bring it back if a mistake was made. You can also see exactly what you're removing with the disable command as well. There is also a thing about compatibility with stuff, but I think that's more on the Creation Kit side of things than in-game. Disable is just generally a safer pick, and the one I choose out of the two. Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted February 13, 2018 Author Share Posted February 13, 2018 I'll start using disable then. Thanks. Any idea what the risk is of using "markfordelete" over "disable"? The reason why "disabling" things is better is because you can reverse the changes you made. If you make reference to the ID of that object, you can quickly bring it back if a mistake was made. You can also see exactly what you're removing with the disable command as well. There is also a thing about compatibility with stuff, but I think that's more on the Creation Kit side of things than in-game. Disable is just generally a safer pick, and the one I choose out of the two. Thanks. Advice to follow :happy: On a side note, doesn't disabling something still cause it to load though? I believe it was described as "invisible and with collisions turned off". This isn't truly removing the object is it? Link to comment Share on other sites More sharing options...
iXenite Posted February 13, 2018 Share Posted February 13, 2018 Thanks. Advice to follow :happy: On a side note, doesn't disabling something still cause it to load though? I believe it was described as "invisible and with collisions turned off". This isn't truly removing the object is it? No, it doesn't. Mods that remove large amounts of objects to save performance often use "disable" within the Creation Kit or G.E.C.K. because it's safer. But it does actually remove the objects, which reduces system load. The advantage of using "disable" when making a mod is that it won't cause the horrible conflicts it would have caused had you used "delete". If another mod requires something that your mod disables, it can still retrieve that thing once disabled. It cannot do that if it's deleted. That is my understanding of how that works at least. Link to comment Share on other sites More sharing options...
LostBoyLazarus Posted February 13, 2018 Author Share Posted February 13, 2018 Thanks. Advice to follow :happy: On a side note, doesn't disabling something still cause it to load though? I believe it was described as "invisible and with collisions turned off". This isn't truly removing the object is it? No, it doesn't. Mods that remove large amounts of objects to save performance often use "disable" within the Creation Kit or G.E.C.K. because it's safer. But it does actually remove the objects, which reduces system load. The advantage of using "disable" when making a mod is that it won't cause the horrible conflicts it would have caused had you used "delete". If another mod requires something that your mod disables, it can still retrieve that thing once disabled. It cannot do that if it's deleted. That is my understanding of how that works at least. This makes sense. Thank you. I'll continue to use "disable" in current playthrough. I wonder if the "Hunterborn" mod uses "disable" when disposing of a corpse in-game? Link to comment Share on other sites More sharing options...
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