Mookeylama Posted October 11, 2019 Posted October 11, 2019 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
Seijin8 Posted October 11, 2019 Posted October 11, 2019 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?
Mookeylama Posted October 12, 2019 Author Posted October 12, 2019 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
Seijin8 Posted October 12, 2019 Posted October 12, 2019 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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