CynicalSyllables Posted June 8, 2020 Share Posted June 8, 2020 I've been pulling my hair out trying to figure out how to stop Ancano's body from going to the Dead Body Cleanup Cell. I used the Creation Kit to remove the WICleanupScript from Ancano and saved it as an esp, but it does nothing. It seems to be because the esp isn't overwriting skyrim.esm, which is just filling in the script gap because I removed something instead of adding something. From what I've gathered it's possible to make the esp overwrite skyrim.esm using XEdit, but I have no idea how to deal with that 10,000 dial nuclear warhead of a program. If anyone knows how I could use XEdit to do this or do it using some other method (preferably not using a mod) your help would be much appreciated. Link to comment Share on other sites More sharing options...
greyday01 Posted June 8, 2020 Share Posted June 8, 2020 Are you sure your script removal is not working? Have you tested it with a new game? Some things get baked into save files. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2020 Share Posted June 9, 2020 I've been pulling my hair out trying to figure out how to stop Ancano's body from going to the Dead Body Cleanup Cell. I used the Creation Kit to remove the WICleanupScript from Ancano and saved it as an esp, but it does nothing. It seems to be because the esp isn't overwriting skyrim.esm, which is just filling in the script gap because I removed something instead of adding something. From what I've gathered it's possible to make the esp overwrite skyrim.esm using XEdit, but I have no idea how to deal with that 10,000 dial nuclear warhead of a program. If anyone knows how I could use XEdit to do this or do it using some other method (preferably not using a mod) your help would be much appreciated.Pull up the script in the CKFind all lines and carefully comment them out in the Entire script. "The script in question for that NPC" save exit enable the plugin. it should now work. a comment is this ( ; ) Just the semi colon atthe very beginning of every line During the editing processes, you verify the CK will except it by hitting the black icon saved button. Should it not except it ,check the edit you last made. again do this 1 line at a time and verify it works when your all done. the script is intact "NOT deleted" and the games engine will see it there ,how ever the data will not run. let me know how it goes. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 9, 2020 Share Posted June 9, 2020 Pull up the script in the CKFind all lines and carefully comment them out in the Entire script. "The script in question for that NPC" save exit enable the plugin. it should now work. a comment is this ( ; ) Just the semi colon atthe very beginning of every line During the editing processes, you verify the CK will except it by hitting the black icon saved button. Should it not except it ,check the edit you last made. again do this 1 line at a time and verify it works when your all done. the script is intact "NOT deleted" and the games engine will see it there ,how ever the data will not run. let me know how it goes.This is a bad idea, since it will affect all instances of the script in the game. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2020 Share Posted June 9, 2020 Pull up the script in the CKFind all lines and carefully comment them out in the Entire script. "The script in question for that NPC" save exit enable the plugin. it should now work. a comment is this ( ; ) Just the semi colon atthe very beginning of every line During the editing processes, you verify the CK will except it by hitting the black icon saved button. Should it not except it ,check the edit you last made. again do this 1 line at a time and verify it works when your all done. the script is intact "NOT deleted" and the games engine will see it there ,how ever the data will not run. let me know how it goes.This is a bad idea, since it will affect all instances of the script in the game. it's isn't addressed to that part, it is addressed to 1 single script for 1 single instance on 1 single pawn action.Now, I have already posted a fix for 1 mod that does EXACTLY as I intended it to do and NOT effect as you say the entire game.You are not the OP Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 9, 2020 Share Posted June 9, 2020 (edited) You can't change the script without changing all instances of it. It's still a bad idea, and I strongly recommend the OP not to do so. Edited June 9, 2020 by Ghaunadaur Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2020 Share Posted June 9, 2020 You can't change the script without changing all instances of it. It's still a bad idea, and I strongly recommend the OP not to do so.Your too late, already verified the function works perfectly , does NOT effect any other pawns. Nice try though good luck shooting down sound advice. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 9, 2020 Share Posted June 9, 2020 You can't change the script without changing all instances of it. It's still a bad idea, and I strongly recommend the OP not to do so.Your too late, already verified the function works perfectly , does NOT effect any other pawns. Nice try though good luck shooting down sound advice. The vanilla script 'WICleanupScript' is used by many object in the game. If you change that, it will no longer work properly for all instances. That's just a fact. Not sure what you mean by 'function' or 'pawn'. Gibberish. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2020 Share Posted June 9, 2020 You can't change the script without changing all instances of it. It's still a bad idea, and I strongly recommend the OP not to do so.Your too late, already verified the function works perfectly , does NOT effect any other pawns. Nice try though good luck shooting down sound advice. The vanilla script 'WICleanupScript' is used by many object in the game. If you change that, it will no longer work properly for all instances. That's just a fact. Not sure what you mean by 'function' or 'pawn'. Gibberish. LOL Boy are you way off course ,Wrong script.So just keep trolling along hun. Link to comment Share on other sites More sharing options...
CynicalSyllables Posted June 9, 2020 Author Share Posted June 9, 2020 (edited) Thanks for all the quick replies guys, y'all are awesome. When I opened up the WIDeadBodyCleanupScript, I noticed that it said, "If you need to temporarily stop someone from being cleaned up, put them in the WINoBodyCleanupFaction faction" I found the form ID for the faction on UESP (long-ass page link shortened w/ bit.ly: https://bit.ly/2AlV1G1) and tested it out using "addfac 9653A 0" with Ancano's body selected. Lo and behold, it worked like a charm! Plus, this method is far less intrusive than anything else I had in mind. It's a pretty obscure faction; the vanilla game only uses it for the 2 NPC's in Molag Bal's quest. Also, I tried starting a new game as was suggested by greyday01, and my original plugin did work. As for Purr4me's suggestion, I stopped in my tracks when I saw the quote mentioned above, which seemed easier. Thanks again for all your help. Happy travels! Edited June 9, 2020 by CynicalSyllables Link to comment Share on other sites More sharing options...
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