The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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ReBootXD May 20, 2019 @ 7:38pm
Console Command "MarkforDelete"
Steam Guide claims that once used this command cannot be reversed, I was fearful to read that as I had accidentally deleted something quite important. I had quicksaved before typing in the command and was terrified that the command effect stayed even after loading up the previous save. Out of desperation I loaded up my last known hard save and was surprised that it was successful. I don't know or understand why, but it seems that hard saves can undo this command if using it goes awry!

tldr; loading a quicksave will not undo this command, but loading a hard save will; always hardsave before using this command.
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Showing 1-15 of 15 comments
DPMR May 20, 2019 @ 7:45pm 
Yup always bin that way.

Also understand the risk of the console, it will bork a game quick as a wink.
ReBootXD May 20, 2019 @ 7:47pm 
Originally posted by DPMR:
Yup always bin that way.

Also understand the risk of the console, it will bork a game quick as a wink.
It’s just strange how seemingly any other command can be undone with a quickload except this one
DPMR May 20, 2019 @ 7:54pm 
That is the word of warning. The console is used by many as a tool for playing the game.

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.
alexander_dougherty May 21, 2019 @ 12:46am 
You might be able to undo Marked for delete if you have the id for whatever you deleted;

Prid id
enable

The prid command selects the item and the enable command should reactivate it back into the game.
DrNewcenstein May 21, 2019 @ 1:03am 
1. Don't use quicksave. Use hard saves only. There has never been a successful implementation of a quicksave feature in any video game since the idea was first introduced over 25 years ago (no, Skyrim is not the first game to have this feature).

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).
Ilja May 21, 2019 @ 3:04am 
I think the best way to use MarkForDelete is the following:
- 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.
cyäegha May 22, 2019 @ 3:49am 
honestly, you shouldn't ever use markfordelete anyway as it doesn't accomplish anything disabling doesn't except persist across games, which is neither here nor there unless you have serious, serious alt-itis and restart all the time
Ilja May 22, 2019 @ 3:53am 
Originally posted by cyäegha:
honestly, you shouldn't ever use markfordelete anyway as it doesn't accomplish anything disabling doesn't except persist across games, which is neither here nor there unless you have serious, serious alt-itis and restart all the time

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.
lupus_hegemonia May 22, 2019 @ 4:49am 
Don't use that command. Just the "Disable" one.
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.
Incunabulum May 22, 2019 @ 11:32am 
Originally posted by ReBootXD:
Steam Guide claims that once used this command cannot be reversed, I was fearful to read that as I had accidentally deleted something quite important. I had quicksaved before typing in the command and was terrified that the command effect stayed even after loading up the previous save. Out of desperation I loaded up my last known hard save and was surprised that it was successful. I don't know or understand why, but it seems that hard saves can undo this command if using it goes awry!

tldr; loading a quicksave will not undo this command, but loading a hard save will; always hardsave before using this command.

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.
Incunabulum May 22, 2019 @ 11:34am 
Originally posted by lupus_hegemonia:
Don't use that command. Just the "Disable" one.
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.

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.
Last edited by Incunabulum; May 22, 2019 @ 11:34am
Vomit Heart May 22, 2019 @ 12:49pm 
disable then mark for delete i use it all the time and never have problems
DrNewcenstein May 23, 2019 @ 12:48pm 
A safer method is getpos z (which will tell you the Z-axis location of something relative to the world/cell base) and then setpos z which will let you change that, so you can move something below the floor if you don't want to see it.
BIOHAZARD900 Feb 25, 2020 @ 1:25pm 
I know there is already a thread on what i'm about to say (https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/70362762) but i recently used markfordelete on many items around solitude docks as two amazing solitude enhancement mods were clipping such as 1 or 2 ships/boats were inside each other and other little things but as of recently ALL those deleted items which should PERMANENTLY be gone have returned and going back to a previous save before it happened does not undo this? It will either fix its self or ill have to put many hours into deleting items again for my playthrough.
Docsprock Feb 25, 2020 @ 2:21pm 
Originally posted by BIOHAZARD900:
I know there is already a thread on what i'm about to say (https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/70362762) but i recently used markfordelete on many items around solitude docks as two amazing solitude enhancement mods were clipping such as 1 or 2 ships/boats were inside each other and other little things but as of recently ALL those deleted items which should PERMANENTLY be gone have returned and going back to a previous save before it happened does not undo this? It will either fix its self or ill have to put many hours into deleting items again for my playthrough.

I answered you in the Oldrim thread.
Last edited by Docsprock; Feb 25, 2020 @ 2:21pm
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Date Posted: May 20, 2019 @ 7:38pm
Posts: 15