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 If you clean a mod with TES4Edit, one of the recommended steps is to also "undelete and disable references" - that's why.  TES4Edit will find all the things you tried to delete and will undelete them and disable them instead.
  If you clean a mod with TES4Edit, one of the recommended steps is to also "undelete and disable references" - that's why.  TES4Edit will find all the things you tried to delete and will undelete them and disable them instead.
 If you clean a mod with TES4Edit, one of the recommended steps is to also "undelete and disable references" - that's why.  TES4Edit will find all the things you tried to delete and will undelete them and disable them instead.
  If you clean a mod with TES4Edit, one of the recommended steps is to also "undelete and disable references" - that's why.  TES4Edit will find all the things you tried to delete and will undelete them and disable them instead.




 For your info, btw, it is possible to create a mod without Oblivion.esm as the master, but those mods are rare and are rather specialized.  You'll see a few more of those these days since Nehrim has been released.
  For your info, btw, it is possible to create a mod without Oblivion.esm as the master, but those mods are rare and are rather specialized.  You'll see a few more of those these days since Nehrim has been released.

set InvPos to 0 set rInvObjBaseForm to (player.GetInventoryObject InvPos) while ( rInvObjBaseForm ) let arInvObjs := player.getInvRefsForItem rInvObjBaseForm ;; doesn't work ? ;; foreach rInvObj <- arInvObjs ;; ;;stuff ;; loop ;; does work set i to 0 while i < ar_size arInvObjs let rInvObj := arInvObjs[i] ;; stuff let i += 1 loop





