For example, when the Alduin attack begins a marker named “MQ101AlduinAttackEnableMarker1” enables, which among other things swaps the buildings in Helgen from their normal state to the destroyed ones you have after the attack is all over with.
I need to be able to swap them back to their un-destroyed state individually over a period of time. For example, starting with the biggest one like the Inns you have all around the game world. Then a week or so (in game) later swap a couple of the smaller ones, and so on.
The problem is that I can disable the AlduinAttackMarker no problem, but that swaps everything back all at once since the un-destroyed stuff is set to "opposite of parent". I had hoped I could create an alias for these objects already attached to the AlduinAttackMarker, and disable or enable them as I needed in quest stages.
As a test, I tried it on the fallen tree laying up against that Inn sized building, but it doesn't seem to work. I just set it up as an Object reference like anything else, but I'll be damned of I can get it to disable like that. I assume because it's already set to a vanilla enable parent?
So I guess my question would be is there any way to disable objects already set to an enable parent individually?
In a couple of other instances like some of the rubble piles, I can overcome this problem by disabling the marker they're attached to, adding in some new rubble piles of my own so it looks like they never disappeared, then disabling them as I need to. But this Alduin marker has me stumped.