ThatOtherGuy69 Posted August 17, 2022 Posted August 17, 2022 Is there a way to disable quests with SSEedit. I don't want to remove them, I just want to stop them from booting up.
spoonsinger Posted August 17, 2022 Posted August 17, 2022 Off the top of my head, Load up the module with the quest into XEDIT. Right click and copy as override into a new module the quest you want disabling, (give module appropriate name such as 'disabledquestmodule'). In the new module with the overridden quest, remove all the component bits of the quest you have overridden, (although probably just deleting the VMAD block will surfice). Save. The load the 'disabledquestmodule' module after the module it was originally defined in. Obviously doesn't work for existing run because it would already been started. (Actually even quicker, create new module in xEdit, create override quest with the same formID of the quest you are overwriting, don' do nofink else). That should ensure also it doesn't do anything as long as the new module is loaded after the module it's overriddening. (actual word honest).
ThatOtherGuy69 Posted August 17, 2022 Author Posted August 17, 2022 If I remove everything in the vmad, what happens when some other script from the mod tries to call it, will that cause problems like freezes and CTDs?
spoonsinger Posted August 17, 2022 Posted August 17, 2022 1 hour ago, RedNick54 said: If I remove everything in the vmad, what happens when some other script from the mod tries to call it, will that cause problems like freezes and CTDs? A) The actual script is still there, (nice thing about Skyrim is that they are separated scripts from the module). So if another module is using that script then it exists, just not executed by the particular quest you are 'disabling'. B) In practice scripts are normally tied to the particular quest uniquely. Yes there are some quest 'scripts' which are used by multiple modules, but they are usually things like list distributors and as previously mentioned the script is actually still there but is not being executed by the Quest you have disabled via overriding it with a blank. C) If you think that a Quest is actually necessary for another module why are you trying to disable it anyway. (Yes terse - but sometimes you have to be).
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