I had a question on using disable to remove a structure in a mod which conflicts with the building from another mod.
I'm trying to remove the small Morthal bath house in the N. Bathouses mod. This mod has several bath houses all over Skyrim and all of these are conveniently compiled in a single esp. However, this convenience creates issues with other large scale mods like Extended Towns and Cities - Morthal.
The Morthal bath house from N. Bath houses occupies the exact same location as an NPC home and General goods store. Both bath house and General goods store buildings work fine from these mods. But the NPC house from ETaC - Morthal is completely inaccessible, leading to conflicts and CTD.
The disable console cheat appears to fix this mod conflict by removing the Morthal bath house, turning off the object collision and AI awareness of the structure. But the scripts still continue running for the bath house. I opened the esp in CK and noticed that several Morthal NPCs are scripted to use the structure.
If markfordelete (or CK ) are used to manually remove the bath house cell from the game, does this mean the scripted NPCs can still attempt to access the bath house? Even if the disable command makes the bath house undetectable to these scripted NPC AI?
edit: is there an easier way to do this? i.e manually remove the scripts from the game folder, then delete the NPC mod scripts in CK & TES5Editor, and then use disable to turn of the bath house in game?