Dovahkiin804 2013年5月1日 19時07分
skyrim console commands help
when using the disable command just to remove some things you dont want around your houses will it make the game crash after a while?
1-12 / 12 のコメントを表示
< >
[KL] Master Dan [StormCats] 2013年5月1日 19時09分 
Probably. I tend to only use console commands for taking screenshots. I try not to mess around with the cells themselves..Or the Quest scripts for that matter..just not worth it. Meh..up to you though...
最近の変更は[KL] Master Dan [StormCats]が行いました; 2013年5月1日 19時09分
Dovahkiin804 2013年5月1日 19時12分 
ya i use it to remove some of the spider webs around the houses and clutter but not for NPCs or any quest items
stabbykitteh 2013年5月1日 19時22分 
I've never had a problem disabling or deleting a few things here and there, but your mileage may vary.

Things like those dragon skeletons that follow you around sometimes, miscellaneous items in purchased houses and the dead draugr outside Winstead Manor that just wouldn't go away...

Like anything else, don't get too carried away with it and you should be fine.
最近の変更はstabbykittehが行いました; 2013年5月1日 19時24分
Uncle Cookie 2013年5月1日 19時23分 
The Disable command does not actually get rid of anything: whatever or whomever you disable is actually still there, only invisible and deactivated. If you want something to really be gone the recommended action is to use the Creation Kit, or if you want to do it just for the current game by using the console, use the command MarkForDelete. This removes the object/person/creature completely.
Sgt. Nick Fury 2013年5月1日 20時01分 
STOP!!! you do not want to delete!! ever.....just disable....deleteing refernces is one of the primary reason mods cause conflicts and cause game instability. The whole reason people use programs like Tes5EDIT to clean mods is primarily to fix deleted references and change them to disabled. Other wise any mods written to the same area have a potential conflict even if you wouldn't think they would. Deleting a file may not have an effect but ultimately it's playing mod russian roulette....if you have enough of them or your mods have enough of them then you will see problems.
最近の変更はSgt. Nick Furyが行いました; 2013年5月1日 20時01分
Uncle Cookie 2013年5月1日 20時22分 
^ Deleting something ingame is not the same as a mod deleting reference IDs from the data files. http://www.creationkit.com/MarkForDelete
You've essentially just equated a "popping balloon" to "exploding dynamite" just because they both go bang.

If two mods affect the same object in the same area, those mods are incompatible regardless of whether or not somebody deleted another object that happens to be in the same cell.
最近の変更はUncle Cookieが行いました; 2013年5月1日 20時26分
Sgt. Nick Fury 2013年5月1日 20時39分 
Uncle Cookie の投稿を引用:
If two mods affect the same object in the same area, those mods are incompatible regardless of whether or not somebody deleted another object that happens to be in the same cell.

It may not cause a CTD, but if you start changing things in Creation kit...depending on where the objects are located it could effect things like load order I would think...and if anything actually makes use of that object...then it could kill it....say you deleted a chair in a house and a NPC is scripted to sit in it. Spiderwebs may not have an effect.....but that said you don't gain anything by deleting over disabling. So why?

I admit I am not really to the level of modding at this level....so I may simply not understand, but from mod forums I know the general view is to always disable over delete to avoid conflicts.
最近の変更はSgt. Nick Furyが行いました; 2013年5月1日 20時42分
Uncle Cookie 2013年5月1日 21時17分 
I realize you are just attempting to make an example, but just to be clear: if you delete a chair in the Creation Kit, it will automatically delete the NavMesh Idle Marker that causes people to sit in that chair. Your example does not hold up, under any circumstances. Even removing the chair with the ingame console will deactivate the Sit Idle Marker attached to it to avoid people sitting on empty air.

Sgt. Nick Fury の投稿を引用:
... you don't gain anything by deleting over disabling. So why?
Save Bloat. Google it.

Sgt. Nick Fury の投稿を引用:
I admit I am not really to the level of modding at this level....so I may simply not understand, but from mod forums I know the general view is to always disable over delete to avoid conflicts.
I've only been modding since Oblivion, so I don't know everything, but I am 100percent sure that if this was as bad as you think it is then there would be no house mods, no funiture mods, no landscape mods, no dungeon mods, no mods that have treasure chests, and probably no NPC mods.
[KL] Master Dan [StormCats] 2013年5月2日 5時26分 
The Answer, OP...is more than likely...Yes.

Removing things yourself is risky if you don't know what you're doing. I would perhaps look into seeing if there is a mod to help you. There is one you may be interested in...
'Better Breezehome'. on nexus.
The layout in that gives way for no need to have to 'delete' anything.....
最近の変更は[KL] Master Dan [StormCats]が行いました; 2013年5月2日 5時26分
Dovahkiin804 2013年5月10日 21時07分 
so now i know when disabling to many things with the console command crashes your game now i have to redownload it, welll know i know not to do that
[KL] Master Dan [StormCats] 2013年5月11日 5時49分 
They really should make some games 30+ rating...No offence to you..but I just see too many youngsters (casual gamers) making such a hash of their files by abuse....naughty kiddies!
boxnuggets 6月25日 16時51分 
I need some help with enchanting through the console command. Could anyone here help?
1-12 / 12 のコメントを表示
< >
ページ毎: 15 30 50
投稿日: 2013年5月1日 19時07分
投稿数: 12