Robinsage Posted January 15, 2013 Share Posted January 15, 2013 Hi everyone. I'm wondering if there is a script I can include in my mod to get rid of a persistent ghost fire and smoke on cell load. Basically my mod replaces the Breezehome interior, and where the sunken fireplace used to be in the vanilla version there is now a rug. Problem is, even though the fire, smoke and light have been removed in the CK they remain in the same spot in game. The rug is on permanent fire! I've given instructions on my main page on how to remove it manually, but I'm hoping for a more automated process when the cell loads. A script to check for the fire and smoke and remove them. So far console disable commands don't work on them, only 'markfordelete'. Any suggestions? Here are the manual instructions. Thanks for any help :biggrin: *************************************LIVING ROOM RUG FIRE/SMOKE - Be sure to follow the installation instructions if your character had a previous Breezehome. Bethesda made the kitchen fire pit and smoke from vanilla Breezehome very persistent, but they are removable. There are THREE smoke objects, FOUR fire objects and ONE shadow casting light all within that sunken fireplace. That's EIGHT ghosted images many people see! Here's the procedure for permanently removing them: 1. Go outside and SAVE your game.2. Go back inside and walk right up to the fire and smoke and open the console in 1st person view.3. Click on the smoke/fire. One of the below listed ID's should come up in the center of your console. If it does, type MARKFORDELETE. A [D] should then appear after it's ID (remember there are 3 fires).4. Repeat this process until all eight objects have been marked.5. Go outside and wait for an hour or two (in game).Done! Go inside and the fire and smoke should be gone. You might have to exit/wait/reenter to get some items deleted so you can select the rest of them. Here are the ID's you want to target and delete. If any other ID comes up DO NOT DELETE it.SMOKE: 0809e795, 0809e796, 0805b41aFIRE: 00033da9 (there are THREE of these!), 0004318bLIGHT: 00077fce Link to comment Share on other sites More sharing options...
Robinsage Posted January 16, 2013 Author Share Posted January 16, 2013 Anyone? I'd like to automatically remove vanilla cell ghost objects on a modded cell load via script. The objects aren't in CK and have to be clicked in-game for deletion. Any suggestions would be appreciated ty Link to comment Share on other sites More sharing options...
Jason2112 Posted January 16, 2013 Share Posted January 16, 2013 (edited) Anyone? I'd like to automatically remove vanilla cell ghost objects on a modded cell load via script. The objects aren't in CK and have to be clicked in-game for deletion. Any suggestions would be appreciated ty There is an easy way to get everything just the way you like it ...It's called the CK or Creation Kit. What your talking about would be very simple.and only take about 1, 2 min to complete. Time to take the plunge ... You could also switch to the Console and click whatever you don't wantand enter delete or del i forget and save the game ... It will however be gone for good. Edited January 16, 2013 by Jason2112 Link to comment Share on other sites More sharing options...
Robinsage Posted January 16, 2013 Author Share Posted January 16, 2013 Thanks Jason, like I said the objects are not in the CK and I'd like to automate getting rid of them via script, so the users of my mod don't have to manually markfordelete. Link to comment Share on other sites More sharing options...
TrueMatrixGamer Posted March 12, 2020 Share Posted March 12, 2020 im having this issue myself atm and i cant even click on the fire to mar it for deletion Link to comment Share on other sites More sharing options...
gregfed Posted June 6, 2021 Share Posted June 6, 2021 I'm certain that you can write a script to do this, although I don't have the knowledge required to tell you how to do it. I can be a little helpful on this topic for anyone trying to remove the firepit with the console: 1. Use the freecam to go underneath the floor, and delete the firepit from there. you will be able to get all of it except for the smoke. To delete from the console, use the tilde key (~), select items with the mouse ( you will see their ids pop-up - make sure you have something selected ), type DISABLE, push 'enter' type MARKFORDELETE for each item. Items may not disappear automatically, and the cell will need reloading. Go outside and come back in, or save and reload the save. 2. For the smoke, use PRID. The form numbers in my game were different than the ones posted by Original Poster, rather than starting '08', they start '18': 1809e795, 1809e796, 1805b41a. I suspect it maybe the case for many people. Simply type PRID into the console, followed by the ID number. Ex: 'PRID 1809e795', the hit 'enter', and again type DISABLE, hit 'enter', type MARKFORDELETE, and hit 'enter' for each ID number. Make sure you do it for all three. Again, remember to reload the cell to make the changes appear (disappear). This should completely get rid of it for you. Remember to SAVE before you attempt this procedure in case you delete something accidentally. Link to comment Share on other sites More sharing options...
xkkmEl Posted June 6, 2021 Share Posted June 6, 2021 (edited) Looking at the fire objects, you are referring to 00033da9 which is the base object. You want to refer to the object references instead: cb48e, cb48f, 10c063. Same for 4318b which should be cb48d. The object references ARE visible in the CK: in the "cell view" window, select "world space = interiors" scroll down to "whiterunbreezehome" and highlight it in the left pane, so that its content appears in the right pane scroll down to the first "FXfireWithEmbersLight" and highlight it right-click and select "delete"Repeat for the other nine object references you need to delete. Note that your smoke objects are not part of the base game (as indicated by the 08 prefix), but were added by a plugin, and in your case it happens to be 9th in your load order. I cannot find any smoke objects in my game... so I can't verify which plugin or what kind of base object they refer to. You may find that the smoke objectrefs use a FF prefix, which would mean they are created dynamically. If that's the case, you will have to find how they are created, and disable that root cause. I do not believe you can actually remove these objectrefs through a mod/plugin in CK, only by modifying the esms directly. You can however use a mod script to delete the objectrefs: Game.GetFormFromFile( 0xcb48e, "skyrim.esm").Delete() ; or Game.GetForm( 0x00cb48e).Delete() ; works only for prefix-00 / skyrim.esm obref.Delete(); if you get obref dynamically in script Edited June 6, 2021 by xkkmEl Link to comment Share on other sites More sharing options...
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