For VR (be sure this is always updated or you will crash in some conditions)
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Changelogs
Version 1.07b
Removed the follow lines for the sake of compatibility: 0x3ED17 0X3ED18 and 0xC0E17
Changed the no esm dummy plugin which was incorrectly marked by esm
Version 1.07a
As directly suggested by powerofthree I am using another type of static, therefore the 0x21 record is replaced with the 0x3B record in the Disable Reference simulation. This fixes a very rare bug mainly due to the fact that some of you haven't installed all the skse fixes needed on nexus, in particular powerofthree's Tweaks.
Version 1.07
I didn't make any other changes to the format. I think I'm satisfied with it.
Since I'm happy with the format, I tried to further improve Riverwood's situation. I'm curious to know if you can see improvements from the bridge now.
Further improve Falkreat situation. Probably now is a bit better!
Version 1.06c
The way of simulating the disabled reference has been modified once again by removing the scale. I want to make sure to avoid any possible bugs since Base Object Swapper was not intended to be used as I invented it.
Version 1.06b
I wanted to improve the declarations in the ini by using absolute coordinates instead of relative coordinates in the disabled reference simulation. In my opinion I save the program a (probably) insignificant amount of calculation. Instead of extracting the value, changing the coordinate, adding the value in the INI and re-storing the value in the variable, now it simply has to make a copy of the value from the INI into the variable without doing calculations. Just my personal taste probably.
This mod born after the great success of Lightened Skyrim. For the deep description you can see the original mod. The main difference between the 2 versions is that this one uses Base Object Swapper to achieve the same effect and does not have an esp (there in only a .INI file).
It may be strange to hear but the mod could be both more and less compatible. In this sense I consider it experimental although I don't think it presents any critical issues. The question is the follow:
The original mod, being an esm, was loaded very high in the load order and possibly a mod that was loaded later and that wanted to reactivate an object could do so. It must be said that until now I don't remember any mod that reactivates those objects.
The new mod does not allow subsequent mods to use those items that will remain permanently inconsistent in game. So no patch is necessary and possible. It also has the advantage that by deleting the ini file, the objects return to where they were, without having to worry about the load order. It can be uninstalled at any time without affecting the game.
Compatible with VR.
Safe to install/remove midgame.
Install this like a plugin into YourSkyrimFolder/data.
Firegtx that helped me with the original version of this mod;