The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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emitfudd Jun 2, 2023 @ 8:10pm
Why isn't the "disable" command working for me?
I played 900 hrs in my first play through and disabled literally the entire content of rooms in the hearthfire homes so I could build them the way I wanted. This play through I have tried to use the disable command and it has only worked one time on a dead bandit whose body wouldn't go away. The rest of the dead bandits, it doesn't work. I tried it on a barrel in Heljarchen Hall and it doesn't work even after leaving the cell and coming back. It is supposed to work instantly. Did SE do something to mess with disable and markfordelete?

And yes, I am clicking on the item I want to delete so it shows it's ID number. I also click on multiple different spots on the dead bandit to make sure I am actually clicking on the bandit and not something close by.
Last edited by emitfudd; Jun 2, 2023 @ 8:12pm
Originally posted by Quevik:
Originally posted by tulle040657:
I just did an experiment and found that any object that the More Informative Console lists as having a parent cannot be directly disabled, you have to disable the parent to get it to disable. But then of course you disable the parent also in that case

I tested this inside of Lakeview Manor

Sorry to be late to the party. ^^THIS is 100% the issue. Sounds like you've figured it all out, but I'll further explain just in case.

Edit for TL:DR; If an item has an enable parent, it's enabled / disabled state is entirely dependent on whether the parent is enabled / disabled and cannot be overwritten via console commands.

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Certain objects have a "parent" object that serves as an "enable parent". Basically in hearthfire when you "build the table" what the game essentially does behind the scenes is select the table and run the enable command on it. All the contents on the table use the table as the enable parent. When the table gets enabled, so do they.

The issue you're running into, is that the only way to enable or disable those contents are to disable the table. The game will not let you enable / disable the individual items. They are entirely tied to the parent / table being enabled.

Not all items in hearthfire homes have an enable parent. But many do. Your ability to disable an item will depend on whether it is enabled individually, or enabled via a "parent".

This next part I'm not certain of, because it's been ages since i played LE. BUT, I've always felt like disable worked on items in LE that it doesn't in SE. I don't remember having this kind of issue in LE the way it occurs now, so it is possible that LE let you overwrite the enable parent. But in SE, it will not let you. If the table is the enable parent, then the table has to go if you want to remove the other items on it.
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Showing 1-15 of 27 comments
Ilja Jun 2, 2023 @ 8:24pm 
Disable isn't a good command to solve problems with persistent bodies and items. That command does not actually remove them from the cell.

If you need to remove something persistent, then use MarkForDelete instead. The disabled target will keep getting loaded with the cell, while deleted targets are actually gone.

Update did not change commands, or their targeting. I have been using both Disable and MarkForDelete recently.

You can avoid clicking multiply times by using mod like More Informative Console. That would show exactly what you are clicking and even where it came from.

I have no actual idea why disable wouldn't work for you. At least not right now. I know it works with up to date game. Unless your game files are actually broken, I don't see what else would prevent those commands from working.
emitfudd Jun 2, 2023 @ 8:46pm 
Originally posted by Ilja:
Disable isn't a good command to solve problems with persistent bodies and items. That command does not actually remove them from the cell.

If you need to remove something persistent, then use MarkForDelete instead. The disabled target will keep getting loaded with the cell, while deleted targets are actually gone.

Update did not change commands, or their targeting. I have been using both Disable and MarkForDelete recently.

You can avoid clicking multiply times by using mod like More Informative Console. That would show exactly what you are clicking and even where it came from.

I have no actual idea why disable wouldn't work for you. At least not right now. I know it works with up to date game. Unless your game files are actually broken, I don't see what else would prevent those commands from working.
I have extensive experience with disable and markfordelete. I know that using disable only allows the object to load into memory so I always used disable followed by markfordelete. I never had a problem with it in oldrim. As soon as I used disable the object was gone. This time around in SE it isn't working right. I have Jaxonz positioner so I have tried the delete function there and it works on objects but it still doesn't work on the dead bandits which is super annoying.
Ilja Jun 2, 2023 @ 9:14pm 
Alright. Just checking, because you only spoke about disable in the context. I didn't mean to start lecturing (though, I do have a habit of doing that. ) :ShockedOwlcat:

USSEP should have applied cleanup scripts for all actors that lacked them, so I haven't actually tested these commands specifically for dead bandits. I will jump in to game soon and see if I can repeat the issue.
emitfudd Jun 2, 2023 @ 9:20pm 
Originally posted by Ilja:
Alright. Just checking, because you only spoke about disable in the context. I didn't mean to start lecturing (though, I do have a habit of doing that. ) :ShockedOwlcat:

USSEP should have applied cleanup scripts for all actors that lacked them, so I haven't actually tested these commands specifically for dead bandits. I will jump in to game soon and see if I can repeat the issue.
I was thinking it might be because of the Heljarchen Farm mod but when I realized it wasn't working on items as well as dead bandits I knew there was a problem. I will try again tomorrow on different items in other Hearthfire homes besides Heljarchen.
Ihateeverybody Jun 2, 2023 @ 9:58pm 
May or may not be related but I can also confirm not able to delete dead body. I have a whiterun Guard that loves to leap high in the sky but hasn't figured out how to land without dying. Can't be disabled. I usually stick him up around the Statue of Talos just so people don't keep tripping on him (Stopping and kneeling and poking).

Could be related. Could be UNrelated. I haven't done much investigating and so far on this playthrough it hasn't repeated. I am sure it will and I will try to remember to do more testing

Caveats: still on 1.5.97, Using Capital Whiterun and Realistic Armors Mods. Immersive Citizens, Immersive Creatures, Cutting Room Floor and loads more but those are the ones I could most likely.

This is pure speculation but I am curious if it may be a .dll thing. I have tons of Fix type mods of various things. What if one of these fixes (and Good luck tracking it down if it is) does something that caused this.

I remember in one play through a few weeks ago I had creature corpses hanging around White RIver Farm (Mod adds Farm to the west of Farm where Giant was Killed). I just figured they hung around because the cell was being visited regularly and never reset.
emitfudd Jun 3, 2023 @ 7:03am 
Originally posted by Ihateeverybody:
May or may not be related but I can also confirm not able to delete dead body. I have a whiterun Guard that loves to leap high in the sky but hasn't figured out how to land without dying. Can't be disabled. I usually stick him up around the Statue of Talos just so people don't keep tripping on him (Stopping and kneeling and poking).

Could be related. Could be UNrelated. I haven't done much investigating and so far on this playthrough it hasn't repeated. I am sure it will and I will try to remember to do more testing

Caveats: still on 1.5.97, Using Capital Whiterun and Realistic Armors Mods. Immersive Citizens, Immersive Creatures, Cutting Room Floor and loads more but those are the ones I could most likely.

This is pure speculation but I am curious if it may be a .dll thing. I have tons of Fix type mods of various things. What if one of these fixes (and Good luck tracking it down if it is) does something that caused this.

I remember in one play through a few weeks ago I had creature corpses hanging around White RIver Farm (Mod adds Farm to the west of Farm where Giant was Killed). I just figured they hung around because the cell was being visited regularly and never reset.
So I am using some of the same mods. Engine fix, Cutting room floor, unofficial patch, etc. I am on the 1.6 version of SE. The strange part is not being able to delete simple items inside a home like a barrel. Have to use Jaxonz for that. For now I do the same thing you are doing, I drag the dead bodies to a tall patch of bushes so I don't have to look at them. I killed the guy that follows Mjoll around and put his body in the fireplace in a modded home and he despawned so it isn't consistent.
Last edited by emitfudd; Jun 3, 2023 @ 7:06am
emitfudd Jun 4, 2023 @ 8:52am 
Nobody else is having this issue? I can't see how any mods could interfere with console commands especially ones as powerful as disable and markfordelete.
emitfudd Jun 4, 2023 @ 9:29am 
Originally posted by Ilja:
Disable isn't a good command to solve problems with persistent bodies and items. That command does not actually remove them from the cell.

If you need to remove something persistent, then use MarkForDelete instead. The disabled target will keep getting loaded with the cell, while deleted targets are actually gone.

Update did not change commands, or their targeting. I have been using both Disable and MarkForDelete recently.

You can avoid clicking multiply times by using mod like More Informative Console. That would show exactly what you are clicking and even where it came from.

I have no actual idea why disable wouldn't work for you. At least not right now. I know it works with up to date game. Unless your game files are actually broken, I don't see what else would prevent those commands from working.
I added the more informative console mod so now I can confirm I am clicking on the correct objects. Disable does not work on a large sack in Heljarchen Hall or Lakeview Manor. If I go outside either home I can successfully use disable on a tree. I also was able to use disable on a basket in the Jarl's bedroom in Dawnstar. This narrows it down to being a problem within Hearthfire homes. Any ideas why? I am not using any mods that change the interior of either home except the cellar of Heljarchen. The large sack I am trying to disable is next to the fireplace in the main hall.

As for the bandits, they are still there in the bushes of Heljarchen Farm. I am guessing I can't disable them because they are part of the mod? The next time I kill a bandit somewhere vanilla I will try disable and see if it works.
Last edited by emitfudd; Jun 4, 2023 @ 9:34am
Ilja Jun 4, 2023 @ 9:34am 
I don't have any HF houses built right now. I'll drop a link of this conversation to Old Farts' in case someone can go and test this out with their own save file.

More Informative Console really is a god sent for troubleshooting problems from the game and mods.
emitfudd Jun 4, 2023 @ 9:37am 
Originally posted by Ilja:
I don't have any HF houses built right now. I'll drop a link of this conversation to Old Farts' in case someone can go and test this out with their own save file.

More Informative Console really is a god sent for troubleshooting problems from the game and mods.
Thanks. I updated my post after you replied, regarding the bandits. The bandit issue at Heljarchen Farm is going to become an issue if bodies start piling up. LOL. So far there has only been one bandit attack. I have read there can be a lot. Maybe I will try to get them to follow me outside the wall before I kill them.
tulle040657 Jun 4, 2023 @ 9:39am 
Disable does not work on objects that are part of compound objects (objects that have been combined into a mega object). You have to get the ID of the compound object and disable that.
emitfudd Jun 4, 2023 @ 9:41am 
Originally posted by tulle040657:
Disable does not work on objects that are part of compound objects (objects that have been combined into a mega object). You have to get the ID of the compound object and disable that.
I don't know exactly what that means. A basket or a barrel should be a simple, single item.
Ilja Jun 4, 2023 @ 9:43am 
Originally posted by tulle040657:
Disable does not work on objects that are part of compound objects (objects that have been combined into a mega object). You have to get the ID of the compound object and disable that.

Merged NIF-files became as part of the CK in Fallout 4.
emitfudd Jun 4, 2023 @ 9:46am 
Originally posted by Ilja:
Originally posted by tulle040657:
Disable does not work on objects that are part of compound objects (objects that have been combined into a mega object). You have to get the ID of the compound object and disable that.

Merged NIF-files became as part of the CK in Fallout 4.
Still don't know what that means. LOL. I used disable in Fallout 4 to literally remove everything in Sanctuary so I could build my own city.
tulle040657 Jun 4, 2023 @ 9:46am 
Originally posted by Ilja:
Originally posted by tulle040657:
Disable does not work on objects that are part of compound objects (objects that have been combined into a mega object). You have to get the ID of the compound object and disable that.

Merged NIF-files became as part of the CK in Fallout 4.
Yes that is where I became aware of this
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Date Posted: Jun 2, 2023 @ 8:10pm
Posts: 27