Seen a bunch of people miss this. So here's a clarification. There's 3 ways to get rid of the planks if you hate them
The mod esp name is "SurWR.esp"
1. Use xEdit/SSEDIT. Courtesy of the DerPsychonaut
Open the ESP. Expand -> Worldspace, Expand -> WhiterunWorld, Expand the first entry, Expand -> persistent, go the list all the way down to the bottom. There are two entries called "PlankwayDisabler" and "NewDistrictPlankKillerREF". Click on each of it. In the right window of SSEEDIT you can see RECORD EDIT > RECORD FLAGS (near the top). Right click on RECORD FLAGS and choose EDIT. Set the "initially disabled"-flag by clicking on it. SAVE. DONE. Works like charme :-)
2. In game
There's a dagger stuck in a barrel outside the smithy by the main gate. Right side of the road. Open the console (usually this button § )(above tab, under esc). Click the dagger. Write disable. Press enter. The dagger will disappear along with the planks.
3. Creation Kit.
Open the mod in CK. Go to WhiterunWorld. Find the dagger again. Click it. Check the initially disabled box. Save.
Basically how it works is that the dagger is the "enable parent" for the planks. When you disable the dagger, the "children" gets disabled along with it.
12 comments
(Human mind is weird. The planks bothered me until I found out how to disable them, now I'm wondering if it would be possible to revert if I chose to do so on a save. Yeesh!)
MOD AUTHOR: I love the way this works!!! to me, it's a GENIUS IDEA.
EDIT: After reloading many times and giving up, the barrel with the dagger appeared. It literally wasn't there before. May be other mods interfering.