CHB000 Posted July 17, 2012 Share Posted July 17, 2012 For scripted mods that leave scripts running in a save upon uninstall, i.e. that don't have a time out, etc built in due to sloppy scripting, is there any way to kill this type of script ? I assume that the script name(s) can be extracted from the mod in the CK, but not sure how.. Is it then possible to use the console to stop these script(s) before uninstalling the offending mod? Any insight on this issue would be welcome. BTW, I have rudimentary knowledge of the CK, bur zero scripting ability at this point. Thanks! Link to comment Share on other sites More sharing options...
hangarspace Posted July 17, 2012 Share Posted July 17, 2012 What about creating a mod with a script of the same name but does nothing, would that replace it? Mind you, I know nothing about scripting or modding! Chris Link to comment Share on other sites More sharing options...
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