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Need help with modifying a Mod


xen999

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Hi everyone,

 

I'm currently using Animallica, the lore edition (https://www.nexusmods.com/skyrimspecialedition/mods/20456) + Animallica Lore Edition Redux (https://www.nexusmods.com/skyrimspecialedition/mods/31018) and yet I still find there are too many species that I feel don't belong, and would very much like to remove some. Would removing the records of these animals using SSEEdit acheive that or is there more to it?

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I don't know.

 

I'm more familiar with CK and use SSEedit to eliminate my problems. I'd guess its the same, either in CK or SSEedit and I'd also guess that if you delete any of the files: race, actor, levelled character, etc, the game will not know what to place where the mod says that actor should be placed. It won't put anything in, so your actors that you don't want will disappear.

 

What I don't know is if this will cause issues with the game engine.

 

If you miss a step, some will be gone while others will appear.

 

I'd prefer a more long-winded approach, to be on the safe side. Open the mod in CK. Check the 'Use Info' of the actors you want to remove. Double click each use info to open up the cell and point at the actor. Delete it. Once you've deleted every actor in the render window this way, you can safely delete their forms, including any levelled character forms.

 

That way they're gone for good and the game can't even think about what to place.

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I'd prefer a more long-winded approach, to be on the safe side. Open the mod in CK. Check the 'Use Info' of the actors you want to remove. Double click each use info to open up the cell and point at the actor. Delete it. Once you've deleted every actor in the render window this way, you can safely delete their forms, including any levelled character forms.

 

That way they're gone for good and the game can't even think about what to place.

 

Ok, seems like a safer way of going about it, I'll have a crack at it. I haven't used CK a whole lot yet, besides fixing form 43 issues here and there, so time to learn more about it!

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Thinking about it, you'd be better off just setting them all to 'initially disabled', rather than deleting them. leave any other forms alone.

 

The only issue you could run into there is if they are already initially disabled and enabled in a script somewhere, possibly in a quest. Hopefully not, though.

 

At least this way, if you change your mind about them later, you can just pop back into CK and un-check the 'initially disabled' flag.

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