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that won't get rid of it and it'll still load everytime the cell is loaded, abeit invisible
use "markfordelete" (minus the quotes) instead. Save, quit, restart game, should be gone.
It does sound very glitched though
Do not permanently disable the corpse or any other object or character!
As Zefram Cochrane explained above, disabling items or characters does not remove them from the cell.
They will be loaded each and every time the cell loads. In worse case scenario, you will render the cell unplayable. The larger the object is and/more object there are, the more unstable the cell becomes.
I was aware that this could be a problem but I was under the impression that disable was safer then markfordelete because if something tries to referance the deleted object it could crash the game?
This is how I see it.
Every time something else is disabled to a cell, it does increase the cell content and loading stress. And yes, certain scripts will be having an effect to them. While removing something from the game might not always be the best idea, creating areas that have unnecessarily increased script load is not wise thing either.
Say that we disabled that dragon corpse there. It is there, because cleanup script got bugged and did not do it's job. So, lets disable the dragon size corpse, that has a bugged cleanup script, to be affected by a script load in a cell where the HF player home is – that is getting constantly attacked by bandits, more dragons, giants and glitches in NPC AI.
All good?
Right. Let's disable another one to the same cell.
You guys do understand why some peoples might consider this method as a problem? :D
So when should we not delete something? Everything that respawn is fair game for MarkForDelete. Those reference IDs are meant to be tossed away, while cleanup script acts. Any standard bandit, dragon or respawning static items can be safely deleted from the game. The location does not remember them. Scripts do not remember them either.
Deleting unique objects and characters might not actually create any sort of problems for stability – only to story. However, some unique objects do have scripts that run specifically for them. Missing target is very unlikely to crash your game, but might cause other scripts to fail and bug out the questline you were trying to complete.
If someone knows that I am missing something here, then feel free add it.
There should be no problems when disabling static objects that are supposed to be there in the first place. You do not increase the cell load by doing so. For example, if you wish to redecorate your home with console, then why not? Although I warmly suggest Jaxonz Positioner instead.
Jaxonz Positioner by Jaxonz
http://www.nexusmods.com/skyrim/mods/52583/?
(Sorry for the delay. I was in sauna and enjoying this beautiful autumn evening.)