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Posted
  On 2/25/2018 at 4:08 PM, jessegtgt said:

My question is...... can deleting objects through console cause problems? does it carry the same concern that deleting objects in ck without further tes5edit cleaning causes?

 

As a rule, I will only delete via console non essential items: Desks, Trees, Rocks, a car or two.

 

But I limit them to items that I know have zero real cause/effect in the game and are items that are " small " in the game world, as mentioned above.

Posted

would you say there is a difference between consule deleting, and deleting something in CK and then not having it go through tes5 for cleaning? basically should i think console deleting will not have the same negative effect that can occur from un cleaned mods?

Posted

If you console delete an item, I'm assuming TES5edit can't bring it back, unless it can search through save files. When you delete an object in the CK, the information is saved to the plugin, and can be undeleted in TES5Edit.

Posted

I stick to deleting basically "inanimate" objects, rocks, trees, sometimes buildings. I also "disable" them first and wait a bit before i enter markfordelete just to see if anything strange might happen

Posted
  On 2/25/2018 at 4:08 PM, jessegtgt said:

My question is...... can deleting objects through console cause problems? does it carry the same concern that deleting objects in ck without further tes5edit cleaning causes?

Never, ever delete any object via the console, because doing that other mods might cause a CTD and your modded game is unplayable due for deleting an object in-game.

 

The first thing I learned in the Skyrim modding school on TESA was about not deleting an object, instead hiding an object is fine, because hiding an object via the console does NOT delete an ID which is required for other mods to work properly.

Posted

Disable is preferred to deleting because it can't cause crashes. Some items have an enable state parent and can't be disable individually. If I want those items gone I generally just change their z position value by about -99999 which gets them far enough below me to be virtually gone.

 

If the object itself was dynamically created (has form id starting with FF) and you are sure there's no mod trying to access it (typing SV on it is a good way to see if it's currently in a alias but can't show you everything) then markfordelete should be safe. I generally reserve that for items I spawned in the console with placeatme and those ashpiles that sometimes get left behind long after the game should have removed them on its own.

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