Great concept (endorsed). I'm trying to get this to work without having to place an outpost beacon. So far, no dice. I've tried various settings in the menu, and I use the axe, but the intrusive shrubs remain, sticking through the floor. It's a vanilla exterior location. I can offer images if this helps. If you have any advice I'd appreciate it and thanks for sharing your great work!
There are some grass, bushes and shrubs which are like decals in the terrain and are procedurally generated. The mod can't remove those right now (it is a point I'll be investigating soon, but I don't know if it is possible to disable that. I'll give it a try anyway).
Is it an object that you can select in the console? If it is, than it should be simple for me to give support if it is an odd bush, if not, than it is procedural.
Thanks for your quick reply. No, the offending shrubs must be what you've called "procedural". I can't select them and mark them for delete...pesky weeds. They're growing up through the floors in a spot I'm renovating...
I appreciate your great works, and am eagerly counting down the days until the release of the CK.
If it helps, I noticed a strange anomoly. Though I can't select the shrub I want to remove, when I lift up the floor with the console, save, then load and lower the floor after I've loaded, the shrub will disappear. However, once I load again (after saving), it's back.
The Dome item in this mod clears most shrubs and all the grass in it's sphere when you place it. So far it's working great. You might want to try it out.
Hey, no worries. I cannot look into the proper baseid right now, but you can find it out by going into the console and typing: Help "axe of neatness" 0 That should give you the base ID. The you just have to call Player.AddItem BaseID 1
15 comments
Great concept (endorsed). I'm trying to get this to work without having to place an outpost beacon. So far, no dice. I've tried various settings in the menu, and I use the axe, but the intrusive shrubs remain, sticking through the floor. It's a vanilla exterior location. I can offer images if this helps. If you have any advice I'd appreciate it and thanks for sharing your great work!
There are some grass, bushes and shrubs which are like decals in the terrain and are procedurally generated. The mod can't remove those right now (it is a point I'll be investigating soon, but I don't know if it is possible to disable that. I'll give it a try anyway).
Is it an object that you can select in the console? If it is, than it should be simple for me to give support if it is an odd bush, if not, than it is procedural.
OldBard
Thanks for your quick reply. No, the offending shrubs must be what you've called "procedural". I can't select them and mark them for delete...pesky weeds. They're growing up through the floors in a spot I'm renovating...
I appreciate your great works, and am eagerly counting down the days until the release of the CK.
If it helps, I noticed a strange anomoly. Though I can't select the shrub I want to remove, when I lift up the floor with the console, save, then load and lower the floor after I've loaded, the shrub will disappear. However, once I load again (after saving), it's back.
The Dome item in this mod clears most shrubs and all the grass in it's sphere when you place it. So far it's working great. You might want to try it out.
I sold this axe by mistake, is there any way to re-acquire it?
Can I just throw a normal axe into the fountain? ;-)
I cannot look into the proper baseid right now, but you can find it out by going into the console and typing:
Help "axe of neatness" 0
That should give you the base ID.
The you just have to call
Player.AddItem BaseID 1
And that's it.