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Also understand the risk of the console, it will bork a game quick as a wink.
It is NOT, it is a beta testing tool, for when they were designing the game.
The Beth games are so buggy tho, they were needed to get you out of all the bug jams.
Now SE is pretty good as far as bugs go(still there is some) but nothing like the floating stuff in the 2011 release.
I am not saying you can't use it, just be very warey.
Prid id
enable
The prid command selects the item and the enable command should reactivate it back into the game.
2. Don't Mark For Delete on anything. If you don't want it there, open up the CK and move it, after you're sure it's not being targeted by any other game system (the campfire outside Ironbind Barrow is the spawn target location for Beem-Ja and Salma). Otherwise, find a mod on the Nexus that allows you to select and move in-game items (still risky, but not as much as the console).
- Target the object and type Disable.
- If the correct object disappeared, then you can move forward with MarkForDelete.
- Otherwise type Enable to return the item.
Be careful with both commands.
- Disable command does not remove target from cell. It is fine to use for static objects, but any target that is affected by scripts (including dead NPC cleanup scripts) will still be loaded and affected. Using Disable to such target can cause issues with that cell.
- As you noticed, MarkForDelete is not undone by quicksave. This is because it needs a load event to work in the first place. It remains in memory, when quicksave is used. Hard save does not load the command, because it clears most of the memory cache for hard load.
As said above, it accomplishes the task properly, if object you are trying to remove gets affected by scripts. As said above, disabling such target does not prevent scripts from running, because target is not removed from the cell.
But, otherwise I agree. I don't see any point to MarkForDelete any static objects. Disable handles them just as well and they would be loaded in that cell anyway.
That command you saying is removing something ENTIRELY from the game, not only from your save. If you "disable" something accidentally, you can easily get it back with the "enable" command.
With the "MarkForDelete" you REMOVING FOR EVER that object and if it's connected with scripts or other meshes or... you simply destroying your build.
Quicksaves are quick saves, not full saves. Never make a quicksave. They're basically useless.
Before you do anything always make a FULL SAVE. Open the menu and save from there or make a hotkey for them.
You need to use both.
Disable - makes an object invisible, removes collision, and makes the object uninteractable with. But its still loaded with the cell.
MarkForDelete - tells the game to remove the object with the next cell load.
Disable and object and then mark it for delete.
I answered you in the Oldrim thread.