Removing a large amount of items from the world

Post » Sat Nov 17, 2012 5:01 pm

I don't really care for the amount of human remains just lying around Skyim. Especially decorating normal peoples homes. Vicious bandits having skulls around there base is one thing but in peoples home in the middle of cities just seems out of place to me. I was wondering what the best way to remove all these skulls and such from the game would be. I don't have very much experience in the construction set and Essentially none with the new one for Skyim but I really want this mod and since no one has made it I figured I may as well be the one to do it. Any pointers will be much appreciated.

P.S. Pretty sure this is the right forum. Was having trouble deciding if it was this or the mods forum. I figured this was more about learning how to mod then the mods forum.
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lillian luna
 
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Post » Sun Nov 18, 2012 2:02 am

I assume you'd have to go around and delete each one individually but I could be wrong.
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Jarrett Willis
 
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Post » Sat Nov 17, 2012 1:15 pm

I figured as much. I was more worried about how a mod affecting this many cells might have some compatibility issues with other mods due to effecting so many areas. Even by just removing some skulls. If this would be a problem and if so how to get around it.
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cutiecute
 
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Post » Sat Nov 17, 2012 10:58 pm

luckilly, if you are only editing references, incompatibility will only be an issue on the reference level, not the cell level. so in other words, your mod will only overwrite someone else's if they are editing the same skull.

also, i don't suggest deleting the skulls. instead use ctrl+f to switch them out to a different item and/or place them elsewhere out of sight. an esp deleting items from an esm can cause problems
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rheanna bruining
 
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Post » Sat Nov 17, 2012 4:33 pm

"Deletion" of cell children (placed stuff) is bad and can/will result in flipper babies and cause other serious reproductive harm. Avoid the Del key in the render window at all costs unless it's an object introduced by the active plugin. Instead, one should remove cell children via enable parentage, like setting all of 'em all up with PlayerREF [ACHR:00000014] as their enable parent, then ticking the "Set enable parent to opposite of parent" flag(s). The Player is already persistent and will never be disabled, so such items will assuredly and safely not render, ever.

If the resulting plugin proves unstable, use VCS/TES5Edit when available to ensure it has an ONAM list as plugins overriding numerous cell children can be crash happy w/o due ONAM'ification, particularly if/when the overrides are contested by another mod.
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lauren cleaves
 
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