Deleting Weapon Plaque in Breezehome

Post » Tue Jun 19, 2012 10:00 am

I am trying to delete the weapons plaque in the master bedroom of Breezehome, no matter what I do it will not go away in the CK its gone but it when I load up in game its there and working. Any idea's? It no longer even shows up in the list of objects in the cell.

EDIT: I also checked that I have no other mods running that could be causing an issue with this.
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Aman Bhattal
 
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Post » Tue Jun 19, 2012 6:33 am

Are you saving and loading outside of the cell and then entering the home? Otherwise the cell will not change with your new esp.
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Pawel Platek
 
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Post » Tue Jun 19, 2012 12:04 pm

yeah I load the game from WR then enter breezehome
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Laura Tempel
 
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Post » Tue Jun 19, 2012 4:00 am

And you have your saved esp in the top of the load order and activated?

Also, there is a reset cell command via console...can't remember it, but you might try that too.
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Amy Smith
 
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Post » Tue Jun 19, 2012 4:33 pm

tried that also, I just went to the extreme and deleted everything out of the cell with the exception of the door added a piece of floor so I could enter the cell and still the wall plaques and weapon racks are there, nothing else is but a huge void but those are refusing to go I just dont get it.
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Fluffer
 
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Post » Tue Jun 19, 2012 6:02 am

Wow...crazy...I'm stumped.
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Marcus Jordan
 
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Post » Tue Jun 19, 2012 6:04 pm

Go to the reference in the render window and add an enable parent, PlayerREF [ACHR:00000014] found in (any) cell, to the weapon plaque REFR. From there, tick the "Set enable state to opposite of parent" flag. The player will never be disabled and is persistent, so the plaque will assuredly not render even if saved as enabled. This is how *Edit undeletes and it always works. Deleting references or any other Skyrim.ESM form is ill-advised. To remove the errant deletion(s), open your plugin as active, then Data > Details and sort by the "Deleted" column. Use the delete key to "Ignore" the "Deleted" forms. They'll be removed next save/close of the CK and then you can revisit those forms and disable them via Elminster's parentage method. If it bugs you to see the references in the CK (the only place you'll ever still see them), set their Z coordinates well beneath the floor.

http://i.imgur.com/Pw8vV.png
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FoReVeR_Me_N
 
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Post » Tue Jun 19, 2012 11:42 am

Go to the reference in the render window and add an enable parent, PlayerREF [ACHR:00000014] found in (any) cell, to the weapon plaque REFR. From there, tick the "Set enable state to opposite of parent" flag. The player will never be disabled and is persistent, so the plaque will assuredly not render even if saved as enabled. This is how *Edit undeletes and it always works. Deleting references or any other Skyrim.ESM form is ill-advised. To remove the errant deletion(s), open your plugin as active, then Data > Details and sort by the "Deleted" column. Use the delete key to "Ignore" the "Deleted" forms. They'll be removed next save/close of the CK and then you can revisit those forms and disable them via Elminster's parentage method. If it bugs you to see the references in the CK (the only place you'll ever still see them), set their Z coordinates well beneath the floor. http://i.imgur.com/Pw8vV.png

THANKS!
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Nick Swan
 
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Post » Tue Jun 19, 2012 10:00 am

well that sorta worked the plaque doesnt render any longer but the triggers for the shield and weapons still will not stop functioning. I have been trying to wrap my brain around this for a week now. I fracking cant get some things to work in another project and cant get these to stop work.

EDIT: I dont know which of the Nine divines I had to pray to but it finally took, that rack if finally gone! now I can get on with my project
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Liii BLATES
 
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Post » Tue Jun 19, 2012 6:26 am

Have you tried moving them out of sight (below floor, outside wall) instead of deleting, as well as using JustinOthers disable trick at the same time?
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Oceavision
 
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Post » Tue Jun 19, 2012 5:19 pm

EDIT:NM
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Silvia Gil
 
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