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How to make something cleanup on cell reset?


Mookeylama

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Posted

got a couple mods that add cool features, but the items when added to the world, never clean up. they're there forever unless ya pick them up. any flag or something i can check in tesedit to fix that, or would it need to be added into a script (beyond me atm)? thanks

Posted
57 minutes ago, Mookeylama said:

got a couple mods that add cool features, but the items when added to the world, never clean up. they're there forever unless ya pick them up. any flag or something i can check in tesedit to fix that, or would it need to be added into a script (beyond me atm)? thanks

Probably needs to be scripted, which may be fairly simple or really difficult.

 

(The dead body cleanup script is a good example of how to do this.)

 

Can you give some examples of items you would want gone this way?

Posted

hi, thank you. yes, 2 offhand would be throwing daggers added by FollowerLive Package

https://www.nexusmods.com/skyrim/mods/33002

 

and excrement poo from Private Needs Discreet. lol. if i wan'em gone i gotta pick them up eww. i just don't use those functions anymore because of this. i will often still run across them thruout the world. often over bleakwind basin

 

i believe 1 or both of these issue may've been fixed in later vers of those mods but i use older ones as they're inside huge merges i made. the merges work fine. i just would like to use those functions again

thanks

 

Posted
8 hours ago, Mookeylama said:

hi, thank you. yes, 2 offhand would be throwing daggers added by FollowerLive Package

https://www.nexusmods.com/skyrim/mods/33002

 

and excrement poo from Private Needs Discreet. lol. if i wan'em gone i gotta pick them up eww. i just don't use those functions anymore because of this. i will often still run across them thruout the world. often over bleakwind basin

 

i believe 1 or both of these issue may've been fixed in later vers of those mods but i use older ones as they're inside huge merges i made. the merges work fine. i just would like to use those functions again

thanks

 

Makes sense.  Attaching a simple script to the objects to disappear on cell unload (or even after several minutes) would be fairly simple.  One script should be able to do it for all such things, with minimal tweaking to make it work.

 

Something as simple as:

Scriptname GetRidOfThis extends ObjectReference

Event OnDetachedFromCell()
	self.disable()
EndEvent

May do the trick.  Or may fail to work.  (May also want to add a "self.delete()" after the disable line, just to make sure it is gone-gone.

 

Once that was set up, it would be fairly easy to attach to new objects with drag-and-drop method in TESEdit.

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