Removing NPC's With Peristent References

Post » Sun Nov 28, 2010 4:56 am

Hi, I am making a mod but need to remove some NPC's around Mephala's shrine. I tried deleting them in the CS, but when I load the mod, they are still there. I think it has something to do with persistent references (the tick box remains checked) but I can't get rid of it because it's greyed out.

I know the mod itself is fine becuase I removed some rocks and trees (that are not marked persistent reference) in the mod, and loaded it up and they were gone. But as far as the NPC's go, I just can't get rid of them.

Anyone know how I might go about removing them? Thanks.
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.X chantelle .x Smith
 
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Post » Sun Nov 28, 2010 9:34 am

Instead of deleting them, just set them to "Initially Disabled". As long as nothing is set up to "enable" them, they will not appear in game.
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Ann Church
 
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Post » Sun Nov 28, 2010 5:09 am

Instead of deleting them, just set them to "Initially Disabled". As long as nothing is set up to "enable" them, they will not appear in game.


Thanks but that didn't work. The NPC's still appear even with intially disabled ticked. And persistent reference still remains greyed out which is annoying as you can't untick it. I hope the NPC's are able to be removed in some way or another. I can't think of a workaround, can you?
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STEVI INQUE
 
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Post » Sun Nov 28, 2010 5:44 am

Set their enable parent as the player and tick their "Set enable state to opposite of parent" flags. While selecting an enable parent in the CS, you'll find the PlayerRef (00000014) is available in any cell. That's how TES4Edit/FO3Edit undeletes refs and it works invariably. Why the "initially disabled" flag didn't cut it is because they were already saved as enabled, most likely.
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Chris Cross Cabaret Man
 
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Post » Sun Nov 28, 2010 12:29 am

Set their enable parent as the player and tick their "Set enable state to opposite of parent" flags. While selecting an enable parent in the CS, you'll find the PlayerRef (00000014) is available in any cell. That's how TES4Edit/FO3Edit undeletes refs and it works invariably. Why the "initially disabled" flag didn't cut it is because they were already saved as enabled, most likely.


It worked, thanks.

Just a question though, I set the cell as Abandoned Mine (I take it I should not choose AbandonedMine02, or any of the other options, right?)
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KIng James
 
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Post » Sun Nov 28, 2010 3:23 am

It worked, thanks.

Just a question though, I set the cell as Abandoned Mine (I take it I should not choose AbandonedMine02, or any of the other options, right?)

Don't think it matters - if you are to publish this plugin make sure those npc's are not needed one way or the other
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Justin Hankins
 
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