Is there a way to disable placed light in console?

Post » Tue Aug 06, 2013 4:31 pm

I am referring to light placed using placeatme

I am in serious trouble here. I placed too many lights (console I.D. light codes) within my home, and now I have the flickering light problem from too many lights in the cells.

I don't have a previous save, and using the CK is not an option.

I don't understand why I can't disable the lights via console, since I placed them using the console.

I remember all of the objects that I placed the lights on, but the lights themselves are invisible as objects and cannot be found by clicking on them in the console.

I need help now more than ever, as this is going to ruin over 40 hours of designing my house using the console.
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LADONA
 
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Post » Tue Aug 06, 2013 1:55 pm

You can disable them, provided you know their IDs, and no, not the one you used to place them. If you can't click on them, then theres nothing for you to select to disable.


In short, you are boned.

Maybe something like Tes5edit?

Best do that kind of thing in the CK next time.
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luke trodden
 
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Post » Wed Aug 07, 2013 1:36 am

No way to edit a save in TES5Edit, as far as I know.

@ Bleakwail: you must get back to an older save. Once you've done this, do not place more than four lights that cast shadows in your cell, in order to avoid the flickering. :wink:

By the way, I'd like to see your home; could you post some pics, please? :)

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matt white
 
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Post » Tue Aug 06, 2013 8:45 pm



Normally, I would be happy to, and I am very flattered that you would ask, but now that I have to load a previous save to fix this light problem, I have lost a huge amount of home design that I poured allot of passion into.

I will have to do most of this all over again.
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CHangohh BOyy
 
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Post » Wed Aug 07, 2013 2:34 am

Perhaps:
Light Property kLIGH Auto ; Pointed to the light form PlaceAtMe createdFunction DisableAndDeleteAllLoadedInstancesOfYourLight(Form akForm)	Cell kCell = Game.GetPlayer().GetParentCell()	Int iIndex = kCell.GetNumRefs(31) ; Lights / Requires SKSE		iIndex -= 1		ObjectReference kLightRef = kCell.GetNthRef(iIndex, 31)		If kLightREF.GetBaseObject() == kLIGH && kLightRef.GetFormID() >= 0xFF000000 ; It is a kLIGH reference and is defined in your save			kLightREF.Disable()			kLightREF.Delete()		EndIf	EndWhileEndFunction
You'd have to call the function somehow while the errant lights are loaded.
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Elena Alina
 
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Post » Tue Aug 06, 2013 6:58 pm



Would you be able to elaborate further for me, and perhaps break this down into a more simplified format?

I am using the console only.

Really need help here.
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Carlos Rojas
 
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Post » Tue Aug 06, 2013 11:14 pm

Why didn't you save more often? :(

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Melissa De Thomasis
 
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Post » Tue Aug 06, 2013 2:48 pm


I DO save often! I have about 50 saves on my character!

However, to go back to BEFORE I placed these lights would be a very long time ago.
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Vickytoria Vasquez
 
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Post » Wed Aug 07, 2013 5:51 am

Ah, sorry about that.

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Maeva
 
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Post » Tue Aug 06, 2013 4:07 pm

Just in case anyone has ever noticed this, any placeatme spawned items always have a ref ID beginning with "ff".

The lights I have placed undoubtedly do as well.

I just cannot click on them. If I knew how to get their ref I.D.s I would just prid (ID) disable them.
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Eduardo Rosas
 
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