The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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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?
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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...
Dernière modification de 𝕊𝕋𝕌ℝ𝕄-𝕂𝔸𝕋; 1 mai 2013 à 19h09
ya i use it to remove some of the spider webs around the houses and clutter but not for NPCs or any quest items
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.
Dernière modification de stabbykitteh; 1 mai 2013 à 19h24
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.
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.
Dernière modification de Sgt. Nick Fury; 1 mai 2013 à 20h01
^ 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.
Dernière modification de WoogieMonsutā; 1 mai 2013 à 20h26
Uncle Cookie a écrit :
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.
Dernière modification de Sgt. Nick Fury; 1 mai 2013 à 20h42
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 a écrit :
... you don't gain anything by deleting over disabling. So why?
Save Bloat. Google it.

Sgt. Nick Fury a écrit :
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.
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.....
Dernière modification de 𝕊𝕋𝕌ℝ𝕄-𝕂𝔸𝕋; 2 mai 2013 à 5h26
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
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!
I need some help with enchanting through the console command. Could anyone here help?
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Posté le 1 mai 2013 à 19h07
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