swmas Posted October 23, 2015 Posted October 23, 2015 I have Underground Bath House and the main bedroom is set up as a separate cell, I noticed that when I enter it and move the camera towards the children bedroom the game stutters loading all those mini statues. I didn't like that and I used markfordelete to remove most of them. The game didn't stutter anymore but after a while the statues reappeared. What's up with that?
Guest Posted October 23, 2015 Posted October 23, 2015 markfordelete will completely destroy the object and the reference. If the object is a static (like a statue) the it is safe. If the object is an actor then you may CDT if the actor is used in an Alias (before you mark it for delete.) If the object is referenced in a property of a script you will get a random CDT. markfordelete will tell the game engine to remove the object from the reference list. So as soon the object is no more inside the render list is will go away, and the actual object will be deleted. But their reference will stay in game. So if you have a reference pointing to it, you will get a "segmentation fault" (In Windows is just a CDT.)
swmas Posted October 23, 2015 Author Posted October 23, 2015 markfordelete will completely destroy the object and the reference. If the object is a static (like a statue) the it is safe. If the object is an actor then you may CDT if the actor is used in an Alias (before you mark it for delete.) If the object is referenced in a property of a script you will get a random CDT. markfordelete will tell the game engine to remove the object from the reference list. So as soon the object is no more inside the render list is will go away, and the actual object will be deleted. But their reference will stay in game. So if you have a reference pointing to it, you will get a "segmentation fault" (In Windows is just a CDT.) So you think Underground Bathhouse spawns new instances of the statues dynamically? Cause I swear I used markfordelete on them and they were gone but they reappeared after I haven't visited the cell for a while.
mybrainhurts Posted October 23, 2015 Posted October 23, 2015 Dunno why the statues reappeared, but why don't you just use "disable" instead of markfordelete?
swmas Posted October 23, 2015 Author Posted October 23, 2015 Dunno why the statues reappeared, but why don't you just use "disable" instead of markfordelete? I thought markfordelete was better, I will try disable next.
Guest Posted October 23, 2015 Posted October 23, 2015 markfordelete will remove the reference of an object. When you load the cell again, and the cell it is not in the already-loaded-cells (the cache) then the normal init will apply and you get back the object. But only if: It is not a multiple reference object (like a NPC) or a temporary object (like a projectile). If it is static, then you remove it for good. But then if the cell is out of the cache, and then you re-enter the cell, it will be re-generated (as all items are.) *MyBrainHurts (hey buddy, I thing I will call you forever YourBrainsHurts. It is a point of view.) "disable" is good (perfect) to make an object (a reference in the 3D scene to be NOT rendered. Usually it is the best way to remove vanilla items (or mod added items that cannot be easily controlled). But the "disabled" flag is less controllable than the "please remove the objrct flag". So probably the object will be back again. Best solution? Edit in CK the Bath-whatever mod and remove once and for all the objects you don't want.
mybrainhurts Posted October 23, 2015 Posted October 23, 2015 Dunno why the statues reappeared, but why don't you just use "disable" instead of markfordelete? I thought markfordelete was better, I will try disable next. Hard to quantify "better" but markfordelete just frightens me. Really, I can't think of a good reason to use it. Also, if you use disable, you can always use enable to get it back should you change your mind in the future. MFD just nukes the thing entirely as CPU said and that can be problematic. markfordelete will remove the reference of an object. When you load the cell again, and the cell it is not in the already-loaded-cells (the cache) then the normal init will apply and you get back the object. But only if: It is not a multiple reference object (like a NPC) or a temporary object (like a projectile). If it is static, then you remove it for good. But then if the cell is out of the cache, and then you re-enter the cell, it will be re-generated (as all items are.) *MyBrainHurts (hey buddy, I thing I will call you forever YourBrainsHurts. It is a point of view.) "disable" is good (perfect) to make an object (a reference in the 3D scene to be NOT rendered. Usually it is the best way to remove vanilla items (or mod added items that cannot be easily controlled). But the "disabled" flag is less controllable than the "please remove the objrct flag". So probably the object will be back again. Best solution? Edit in CK the Bath-whatever mod and remove once and for all the objects you don't want. Absolutely the best thing to do is remove it in the CK, no doubt. But I've honestly never had something reappear after disabling it. Or maybe I just never noticed that something did reappear.
Guest Posted October 23, 2015 Posted October 23, 2015 Hard to quantify "better" but markfordelete just frightens me. Really, I can't think of a good reason to use it. Also, if you use disable, you can always use enable to get it back should you change your mind in the future. MFD just nukes the thing entirely as CPU said and that can be problematic. Absolutely the best thing to do is remove it in the CK, no doubt. But I've honestly never had something reappear after disabling it. Or maybe I just never noticed that something did reappear. MarkForDelete is bad. I don't see any reason to use it. (A really bad implemented mod??? just don't use the mod...) Disable is safe, also becaus ethe disabled flag will persist in the save game. For recalculated items (Actors mainly) it will persist. With statics is may not persist if the object was not moved (so it is not in the save game data.) (But Skyrim+SKSE+<type here the wonderful extension mod you are using> will always give us surprises.)
swmas Posted October 23, 2015 Author Posted October 23, 2015 Thanks a lot guys! I'll use delete from now on.
Uncle64 Posted October 23, 2015 Posted October 23, 2015 One thing. If you use Disable, the game will still loads the reference to the object, and can in some cases give you problem. You only makes the object invincible. You actually dont remove it, only disable it so you can see it. So it can block you if you are unlucky. I should go whit CPU suggestion to edit in CK and remove it in CK. there are also one mod called Jaxon something that you can use to move objects. Have not used it my self.
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