How Do I Delete a Base Object?

Post » Mon Jun 18, 2012 4:21 am

I'm running into problems deleting base objects from the Object Window. I duplicated a base object (a light), and messed around with it some. I then tried to delete my duplicated base object by right-clicking on the Editor ID and clicking 'Delete'. It asks me "Are you sure?" with a pop-up and I click 'yes', but nothing happens. Well, except for the Count field showing 0*D. Exiting and restarting the Creation Kit has no affect. The duplicate base object has 0 Users and a Size of 0, but it is just sitting there cluttering up the list of Editor IDs.

What am I missing here? Why can't I delete anything from the Object Window? I know doing so isn't generally a good idea, but this is a base object that I created, and I want to get rid of it now, but can't.

EDIT: SOLVED.

I had to reload the CK 3 or 4 times, but it finally removed the base object marked for deletion. I don't know why it didn't do it after a single reload. Sigh. Another quirk of the CK, I guess.
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Cool Man Sam
 
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Post » Mon Jun 18, 2012 4:08 am

Did you reload the CK?
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Silvia Gil
 
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Post » Mon Jun 18, 2012 7:12 am

The object should be gone the next time you load the mod in the CK. If it doesn't you most likely renamed a vanilla object.

Have you checked the FormID? (the minimized column next to the name) FormIDs from Skyrim.esm start with 00 those of your mod with 01.
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Kathryn Medows
 
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Post » Mon Jun 18, 2012 11:30 am

The Form ID starts with 01, so it is definitely my object and not an object from Skyrim.esm. And yes, I reloaded the CK. All reloading did was blank out the name and put it at the top of the Editor ID list. I.e. before I reloaded the object was named 'COPY', and when I reloaded it had no name. Does anyone know what 0*D means in the Count field? The '*D' showed up after I tried to delete it. Nothing else has that in the Count field, so it has to be important.
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Etta Hargrave
 
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Post » Mon Jun 18, 2012 3:51 am

Legacy feature carried over from TES. The explanation is that to prevent crashes due to references to non-existent references, base forms are not deleted immediately, but rather "marked for deletion", which the game itself removes on the next load. After that, the object should be truly deleted.
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Charlie Ramsden
 
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Post » Mon Jun 18, 2012 2:59 pm

Legacy feature carried over from TES. The explanation is that to prevent crashes due to references to non-existent references, base forms are not deleted immediately, but rather "marked for deletion", which the game itself removes on the next load. After that, the object should be truly deleted.
Makes sense. Too bad there isn't a message or pop-up to that affect. Maybe in the same dialogue box that asks "Are you sure you want to delete this base object?" it could also say - "Base object will be marked for deletion and removed the next time the editor is reloaded."

As it stands it is awfully confusing to "delete" something and have nothing happen. And in my case it took multiple reloads of the CK for it to be removed on top of everything else!
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carly mcdonough
 
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Post » Mon Jun 18, 2012 6:43 am

Makes sense. Too bad there isn't a message or pop-up to that affect. Maybe in the same dialogue box that asks "Are you sure you want to delete this base object?" it could also say - "Base object will be marked for deletion and removed the next time the editor is reloaded."

As it stands it is awfully confusing to "delete" something and have nothing happen. And in my case it took multiple reloads of the CK for it to be removed on top of everything else!
something does happen: the deleted object is marked with a D in the object win (you might have scaled that column to 0 though). also, in the open dialogue under details, you can also undelete them there.
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Lisa
 
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Post » Mon Jun 18, 2012 5:59 am

Makes sense. Too bad there isn't a message or pop-up to that affect. Maybe in the same dialogue box that asks "Are you sure you want to delete this base object?" it could also say - "Base object will be marked for deletion and removed the next time the editor is reloaded."

As it stands it is awfully confusing to "delete" something and have nothing happen. And in my case it took multiple reloads of the CK for it to be removed on top of everything else!

What I do, instead of deleting the object, I write the name of the object down, and next time when I restart the CK, I click on the plugin, and before loading it it, then click on the Details button below, look for the item, highlight it, and then hit the delete key. That will mark that asset as "ignored".
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remi lasisi
 
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Post » Mon Jun 18, 2012 8:39 am

something does happen: the deleted object is marked with a D in the object win (you might have scaled that column to 0 though). also, in the open dialogue under details, you can also undelete them there.
Well, I figured that much out. See my first post. One can assume that the new 'D' that appears means 'delete' but it still doesn't tell a user much. I solved my problem, I just think this is one of those things that could be easily improved in future patches to the CK. A pop-up already appears for the delete action - just adding one more sentence to explain WHEN the base object will be deleted would make things a lot more user-friendly.
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W E I R D
 
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