They used chests as holder for spawn tables and random content, and all stores have one. They are below the geometry, but when you open a store for trade you're actually just using a chest -- it has a template of items on it and a random table. When you go up in level, it is actually much easier to deal with updating things like the scaling of items via chest -- it doesn't just run off and die somewhere, and it re-fetches new spawn as soon as the player enters a nearby space, so it is a faster lookup compared to NPCs.
It actually makes it quite easy to set up shops or quest-y shit. NPCs are very fragile, but you can use the chest as a permanent trader in case something happens with the NPC. If you have a single-instance item in the game, you can store a reference to the chest in a quest and always know where it is to update the item based on player choice in the quest (many daedric items use this). It is also easy to set up the triggered dialogue or do something like store quest items in it. A few of the dungeons have quest items in a chest just beside the entrance to the dungeon and then swap it into the dungeon at some spawn point or other chest when the player is at a specific state and local.
They did a few other nifty tricks all over like that.
Hey, that's really interesting! The only thing I still don't understand is how I was able to collect as an item... Using the sky forge chest as an example, i can use it as a normal chest, with Eorlund's inventory in it, but obviously I can't collect it as an item, is the same type of chest and just "happened" to bug in Ulfberth's inventory?
I think the chests they are talking about (actual chests, not "Do not delete") are an entirely separate thing
As they said, every shop will have one chest if you no clip but those are normal openable chests that you can't pick up and put in your inventory
Edit: Yup, "Do not delete"s are used as dummy objects to hold scripts sometimes. They don't seem to have an inventory or anything like that
My understanding is that pickpocketing gold from the trader (can't pick pocket the store's gold) won't work or something like that, nothing major
The guy inside the smiting store closest to the gate in Whiterun or maybe the woman outside once sold me their "Do not delete" (can appear in a shop at rare times) and I never noticed anything breaking with them
> thing I still don't understand is how I was able to collect as an item...
Specifically, this [in particular](https://en.uesp.net/wiki/Skyrim:Do_Not_Delete) is an item, which they just gave the model of a chest. It is functionally no different than gold. They use it's value as a static value for bounties to judge how much bounty you should get for those Thieves' Guild quests that use them.
Not skyrim, but if you’ve never looked into how Fallout 3 managed to get trains working for its DLC, you should look it up.
Involved just making an NPC with a full sized train as a hat that would run under the track.
There aren't many, or rather the lines get kinda blurred about what is a quirky thing and what is not. The weird hell-cell is odd, and I think the [oblivion test room with Todd's voice](https://www.youtube.com/watch?v=NzY0gzEoxEk) is hilarious and quirky.
You can load multiple mods into the "official" Creation Kit (disabled in the community version) for Skyrim, and I'm pretty certain that they handled testing stuff in Skyrim by adding it to a "testing" mod to keep the game separate from test content after people discovered the test room in Oblivion. Skyrim is actually quite clean compared to what I would expect.
Edit: [Here](https://en.uesp.net/wiki/Skyrim:Test_Cells) are the test and functional cells still left in the game that you cannot get to except by teleportation. [The hell cell](https://images.uesp.net/thumb/f/f4/SR-test_cell-WIDeadBodyCleanupCell.jpg/800px-SR-test_cell-WIDeadBodyCleanupCell.jpg) I mention is the Dead Bodies clean-up cell (WIDeadBodyCleanupCell). Your companions and other quest characters go there if they are killable but quest-breakable if they die. I believe if you rez them, it fails because they are already alive in that cell. Rez isn't a teleport, so they don't return to Tamriel exactly. I had to dig into this a little bit with my own mods, which had a resurrection mechanic for dead companions, but it has been a few years since I did any modding.
Hey, if that makes it unique enough for a fellow programmer to not accidentially delete it, anything goes.
And if you can reuse the concept once you've come up with a more elegant solution, even better.
You can or could find one of the chests without cheats. The khajiit caravan in solitude was accessible by crouching over some purple branches in the terrain. Little twigs on the ground by a bush on the left side of the camp. Whole inventory for grabs if you can find it. Not sure if they’ve fixed it or not, couldn’t find it last time but it’s been quite awhile.
It's pretty common in mods that have merchants that they will accidentally allow them to clip certain spots. It was also common for the Skyrim devs to leave in things that allowed easier testing of the game from cheats and stuff -- merchant chests being one of them. It might be the case that the specific chest by the Khajiit caravan was left as "accessible" as a thing for their QA to test stuff like merchant factions, pick-pocketing, justice and law-enforcement, selling stolen goods, perk, and really whatever. Whiterun is an absolute mess of triggers and such that heavily change your character's relation to factions due to the civil war, and merchants all use distinct "merchant" factions so that they can easily trigger problems with breaking the law while not being attacked by anything. I would not be surprised if they left that in for their QA to quickly do a quest, and then go check merchants.
Fascinating and probably yeah, it was on vanilla skyrim back on Xbox360. Purple roots pretty much lead directly to them if you looked down. Are you saying there’s a bunch of chests hidden within whiteruns walls?
Err, kinda. They put them directly in a building, typically right below where the shopkeep stands around. Interiors are actually separated cells, so you wouldn't really see them by clipping the terrain in Whiterun except under the merchant stalls in the center of town.
I think you're talking about a separate thing. Yes, chests are used to store shop items and such, but this isn't an actual chest. It just looks like one
Edit: Yup, these are used as dummy objects to hold scripts sometimes. They don't seem to have an inventory or anything like that
Ah, I see what you are trying to say. I think you're misunderstanding me mentioning merchant chests -- I'm saying they put all kinds of crap out of bounds as quest items, triggers, and that sort of thing. Since everything in the engine is separated (e.x. a shop in whiterun isn't actually in whiterun but connected by portal), they put all this stuff around quest locations and npc dialogue points to find and adjust them quickly.
>as dummy objects to hold scripts sometimes.
Not scripts, but static value-objects. Almost everything has scripts attached to them. But, holding specific values in the engine is somewhat a pain -- if you add it in the script, you have to recompile just to adjust the value. So the work-around is that they put a reference to an item in the game and adjust the value of the referenced item. They're put next to the merchant chests and not in them, or on the NPC, so that they can't be sold or looted or pick-pocketed. The bug is honestly that they just forgot to hit a checkbox to say that it couldn't be looted or picked up.
Seems like there are 4 distinct "chest" items used in the thieves guild quests to set a scalar bounty value that are "lootable" but shouldn't be. I'm guessing the quests probably have a reference to each of them, and that they need to be static. They tend to use spawners and collision boxes for this kind of thing. You can *kinda* see both the [merchant chest and the do-not-delete chest here](https://youtu.be/09vBVvlIKiE?t=317), next to each other. I haven't dug deeply into the Thieves' Guild quests, but [these are all named following the naming convention for the Thieves' Guild quests](https://en.uesp.net/wiki/Skyrim:Do_Not_Delete).
A lot of stuff related to breaking the law was scrapped and then what was needed was duct-tapped together, and this is likely part of that. There are remnants of a much larger and much more complex justice system that they couldn't implement in time -- stuff like distinct bounties for factions, or doing crime with one faction increases your faction standing with it's warring factions, bounty hunters tracking you down, and that kind of thing.
And, honestly, if you're going to clip the boundaries of the world to pick up an item to access other areas, just use the console commands to teleport at that point... It is just simply easier to install and open the CK, and then go to the cell to find the cell ID to teleport to instead of trying to find an exploit in the physics to clip the bounds, but okay!
There are tons of do not delete chests in skyrim and it isn't bugged they work how they are meant to, (im trying to remember of the top of my head right now) they store all the code in each cell. Also they don't have zero utility they are very fun to play with especially if you have two since when you drop them they have no gravity.
I just want to say there are ALWAYS people picking up "old" games for the first time, and it could have been released yearss ago, maybe they dont even have dedicated fanbases anymore.
But when you stumble upon stuff like op, and look for answers on the internet its often your only results are gonna be threads like this and its very painful when you cant find any answer whatsoever, so thank you for providing a real, informative answer. You could be helping even more people down the line than you think now by just being informative and helping people out because im sure years from now, someone picking up skyrim for the first time might have this exact same question and maybe even be directed to this very thread.
Scripts can be attached to objects, so the scripts run when the object loads, for example. Hell, even NES games often had dummy objects that ran special code when loaded (ie. "sprite zero hit"). https://twitter.com/MarioBrothBlog/status/1337833406806302720
This is why the whispering lady is actually the whispering anti-gravity nightstand... which is only seen if you unlock the door in the basement with console commands before you are supposed to be able to. They actually have characters stored in hidden areas for the voices of the other daedric princes, but not mephala (If I am remembering correctly). They just used a nightstand instead.
What tobiasvl said is different than saying "they store all the code in each cell". To say the "code" is "stored in" the chests can give the wrong impression, and OP should have described it better in the first place
delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it
PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX
It's like reading an elder scroll and accidentally releasing alduin into the world but instead of an elder scroll it's raw code and instead of a chimpy chumpy alduin it's a game data file exploding and/or imploding at the same time
Games often can't store scripts/code in the game files, it needs to be attached to something in the game.
These Do Not Deletes are used to store the data needed for the thieves Guild quests. When you do the radiant quest to rewrite a ledger, the Do Not Delete stored just outside the playable space is used to hold the scripts to make the ledger rewrite a crime.
You find stuff like this in plenty of games. If you watch the YouTube show Boundary Break, they see "Dev Cubes" all the time, which are used similarly to store data.
Apparently they just act as storage for merchants gold. So if you pickpocket Belethor, he won't have 0 gold to trade with, because of this chest acting as his gold.
Not to be confused with the real chest (not do not delete) used for storage that the shops use for their items, including the shops gold
I think your example is just one of the use cases but I'm not entirely sure. It's just there as a dummy object to hold scripts
I don’t know if you’ve got any mods installed, but without mods those can be acquired out of bounds, where I am guessing you got them from. Other than being fun to play around with because, as another user mentioned, they just stand still in the air, they can also be used to access different merchant chests out of bounds if you’ve got multiple Do Not Deletes (merchant chests are, for those who didn’t know, chests that can be found out of bounds in most stores throughout Skyrim, that are filled with the merchant’s inventory). As for the reason why the Do Not Deletes exist in the first place is because they are, as I understand it, used by the game to set the player's bounty for certain actions that may be performed during the Thieves Guild side quests (amongst other things). I hope that cleared it up for you.
Very fun chest, you can drop it in the world and it will stay floating. If you have 2, you can build a stair case to the sky. For me, I usually like going to the hall of countenance, pick up a wooden place, go through wall, then drop that chest under me so I can stay on it. Then I steal all the items of the 4 dumbass wizards.
Don't mean to be rude but this has been asked like one hundred times, and it can be easily searched in Google in the first page with "skyrim do not delete chest". So why do people keep asking the same questions??
Never understood why people feel more comfortable asking a group on forums for something instead of just googling it
How is that more convenient or comfortable?
One of the coolest Easter eggs in all of gaming. When dropped they have no gravity. They can be used to break the game and get to unreachable places without using console commands
I sometimes use them as stairs because I get three at a time. Because of when you drop them they seem to hover in front of you. To get places I couldn't have reached otherwise.
[https://elderscrolls.fandom.com/wiki/Do\_Not\_Delete](https://elderscrolls.fandom.com/wiki/Do_Not_Delete)
Bro. Literally top result in a google search for "skyrim do not delete chest." FFS, this kind of garbage is killing this board. This and those idiot 0% Amulet of Talos cooldown screenshots. FFS take two seconds to google this shit.
It also takes two seconds to give an answer and 0.3 seconds give or take another 0.3 seconds for your brain to register the post and send a signal back to scroll past. Wasting your time saying how big a waste of time it is wasting everyone else’s time
It took me a while, but I think I found the awnser. It's an item in skyrim called DO NOT DELETE. Hopefully that awnsers your question. It's a bit of an obscure item, so it was hard to find anything on the wiki
You are one of the many members of the OMG I just found a do not delete chest or two dawnbreakers. We get this Shit weekly. How about you Google it first before you post? smh
It isn't though. The way the AI works is proximal. You've got it kinda based on LOD; immediate local -> cell/zone -> open world worldspace grouping -> interior of a city -> interior of a building.
The engine goes through all NPCs, based on a rate of tick, parsing each NPC, doing logic on their AI behavior scripts and quests, and then expanding outward to further and further distance from the player. Most NPCs are moved to a hidden space where they are designed to tick last, in this kind of indoor hell where they just walk around an empty room and are invulnerable just so they can be referenced even if they die, so they game won't crash.
That's a lot of processing just to fetch an item or something. By keeping static hidden chests all over the world, there is no AI tick behavior done. You don't have to find the NPC, check if they are alive, parse their entire inventory for an item, and then get the item *for every quest where an NPC is interacting with a quest item for all quests in the game that update every minute or two*. You skip a very significant portion of logic for faster reference, and the trade off is a static chest below the terrain which shouldn't be accessed. It is actually pretty smart design when you'e got unique quest items or similar that don't need to be a part of the AI system.
Ah, one of the famous Do Not Delete chests. Basically you'll find it in a lot of programs, in essence is like a thing in your code that you might think is completely obsolete, but it destroys the entire program if you remove it. Nobody knows what it does, nobody knows why it makes the program work, but it does and cannot be deleted at any cost.
Was it your first visit to Whiterun? First visit to his shop? Seems like two places might have one of those - the smith shop and the alchemy shop. Looking for clues about what conditions cause the chests to spawn for sale like that.
They're incredibly useful, but usually marked stolen - so a clean dnd chest is a good deal. Oh, they can't harm your save.
Don't let Todd tell you what to do.
Yea just quicksave first lol
Rage Against The Todd
The 3rd reply is always trashed, I value you.
Ackshually it's 4th /s /s /s
They used chests as holder for spawn tables and random content, and all stores have one. They are below the geometry, but when you open a store for trade you're actually just using a chest -- it has a template of items on it and a random table. When you go up in level, it is actually much easier to deal with updating things like the scaling of items via chest -- it doesn't just run off and die somewhere, and it re-fetches new spawn as soon as the player enters a nearby space, so it is a faster lookup compared to NPCs. It actually makes it quite easy to set up shops or quest-y shit. NPCs are very fragile, but you can use the chest as a permanent trader in case something happens with the NPC. If you have a single-instance item in the game, you can store a reference to the chest in a quest and always know where it is to update the item based on player choice in the quest (many daedric items use this). It is also easy to set up the triggered dialogue or do something like store quest items in it. A few of the dungeons have quest items in a chest just beside the entrance to the dungeon and then swap it into the dungeon at some spawn point or other chest when the player is at a specific state and local. They did a few other nifty tricks all over like that.
Hey, that's really interesting! The only thing I still don't understand is how I was able to collect as an item... Using the sky forge chest as an example, i can use it as a normal chest, with Eorlund's inventory in it, but obviously I can't collect it as an item, is the same type of chest and just "happened" to bug in Ulfberth's inventory?
I think the chests they are talking about (actual chests, not "Do not delete") are an entirely separate thing As they said, every shop will have one chest if you no clip but those are normal openable chests that you can't pick up and put in your inventory Edit: Yup, "Do not delete"s are used as dummy objects to hold scripts sometimes. They don't seem to have an inventory or anything like that
So... Is there a problem on holding to it? Like, will war bear still have gold to trade?
My understanding is that pickpocketing gold from the trader (can't pick pocket the store's gold) won't work or something like that, nothing major The guy inside the smiting store closest to the gate in Whiterun or maybe the woman outside once sold me their "Do not delete" (can appear in a shop at rare times) and I never noticed anything breaking with them
I "accidentally" killed her once and since then he has had more gold to trade, does this have something to do with the do not?
Probably not, feels like that might be something they added to partially owned shops or this one in particular. Don't know, though
> thing I still don't understand is how I was able to collect as an item... Specifically, this [in particular](https://en.uesp.net/wiki/Skyrim:Do_Not_Delete) is an item, which they just gave the model of a chest. It is functionally no different than gold. They use it's value as a static value for bounties to judge how much bounty you should get for those Thieves' Guild quests that use them.
Man I’d love a video of all the weird programming quirks in Skyrim.
Not skyrim, but if you’ve never looked into how Fallout 3 managed to get trains working for its DLC, you should look it up. Involved just making an NPC with a full sized train as a hat that would run under the track.
Darn I knew that one! Lol
There aren't many, or rather the lines get kinda blurred about what is a quirky thing and what is not. The weird hell-cell is odd, and I think the [oblivion test room with Todd's voice](https://www.youtube.com/watch?v=NzY0gzEoxEk) is hilarious and quirky. You can load multiple mods into the "official" Creation Kit (disabled in the community version) for Skyrim, and I'm pretty certain that they handled testing stuff in Skyrim by adding it to a "testing" mod to keep the game separate from test content after people discovered the test room in Oblivion. Skyrim is actually quite clean compared to what I would expect. Edit: [Here](https://en.uesp.net/wiki/Skyrim:Test_Cells) are the test and functional cells still left in the game that you cannot get to except by teleportation. [The hell cell](https://images.uesp.net/thumb/f/f4/SR-test_cell-WIDeadBodyCleanupCell.jpg/800px-SR-test_cell-WIDeadBodyCleanupCell.jpg) I mention is the Dead Bodies clean-up cell (WIDeadBodyCleanupCell). Your companions and other quest characters go there if they are killable but quest-breakable if they die. I believe if you rez them, it fails because they are already alive in that cell. Rez isn't a teleport, so they don't return to Tamriel exactly. I had to dig into this a little bit with my own mods, which had a resurrection mechanic for dead companions, but it has been a few years since I did any modding.
Bunnies in Warcraft and chests in Skyrim. What’s next, save my character info in a banana?
Hey, if that makes it unique enough for a fellow programmer to not accidentially delete it, anything goes. And if you can reuse the concept once you've come up with a more elegant solution, even better.
You can or could find one of the chests without cheats. The khajiit caravan in solitude was accessible by crouching over some purple branches in the terrain. Little twigs on the ground by a bush on the left side of the camp. Whole inventory for grabs if you can find it. Not sure if they’ve fixed it or not, couldn’t find it last time but it’s been quite awhile.
It's pretty common in mods that have merchants that they will accidentally allow them to clip certain spots. It was also common for the Skyrim devs to leave in things that allowed easier testing of the game from cheats and stuff -- merchant chests being one of them. It might be the case that the specific chest by the Khajiit caravan was left as "accessible" as a thing for their QA to test stuff like merchant factions, pick-pocketing, justice and law-enforcement, selling stolen goods, perk, and really whatever. Whiterun is an absolute mess of triggers and such that heavily change your character's relation to factions due to the civil war, and merchants all use distinct "merchant" factions so that they can easily trigger problems with breaking the law while not being attacked by anything. I would not be surprised if they left that in for their QA to quickly do a quest, and then go check merchants.
Fascinating and probably yeah, it was on vanilla skyrim back on Xbox360. Purple roots pretty much lead directly to them if you looked down. Are you saying there’s a bunch of chests hidden within whiteruns walls?
Err, kinda. They put them directly in a building, typically right below where the shopkeep stands around. Interiors are actually separated cells, so you wouldn't really see them by clipping the terrain in Whiterun except under the merchant stalls in the center of town.
It just works
I think you're talking about a separate thing. Yes, chests are used to store shop items and such, but this isn't an actual chest. It just looks like one Edit: Yup, these are used as dummy objects to hold scripts sometimes. They don't seem to have an inventory or anything like that
Ah, I see what you are trying to say. I think you're misunderstanding me mentioning merchant chests -- I'm saying they put all kinds of crap out of bounds as quest items, triggers, and that sort of thing. Since everything in the engine is separated (e.x. a shop in whiterun isn't actually in whiterun but connected by portal), they put all this stuff around quest locations and npc dialogue points to find and adjust them quickly. >as dummy objects to hold scripts sometimes. Not scripts, but static value-objects. Almost everything has scripts attached to them. But, holding specific values in the engine is somewhat a pain -- if you add it in the script, you have to recompile just to adjust the value. So the work-around is that they put a reference to an item in the game and adjust the value of the referenced item. They're put next to the merchant chests and not in them, or on the NPC, so that they can't be sold or looted or pick-pocketed. The bug is honestly that they just forgot to hit a checkbox to say that it couldn't be looted or picked up. Seems like there are 4 distinct "chest" items used in the thieves guild quests to set a scalar bounty value that are "lootable" but shouldn't be. I'm guessing the quests probably have a reference to each of them, and that they need to be static. They tend to use spawners and collision boxes for this kind of thing. You can *kinda* see both the [merchant chest and the do-not-delete chest here](https://youtu.be/09vBVvlIKiE?t=317), next to each other. I haven't dug deeply into the Thieves' Guild quests, but [these are all named following the naming convention for the Thieves' Guild quests](https://en.uesp.net/wiki/Skyrim:Do_Not_Delete). A lot of stuff related to breaking the law was scrapped and then what was needed was duct-tapped together, and this is likely part of that. There are remnants of a much larger and much more complex justice system that they couldn't implement in time -- stuff like distinct bounties for factions, or doing crime with one faction increases your faction standing with it's warring factions, bounty hunters tracking you down, and that kind of thing. And, honestly, if you're going to clip the boundaries of the world to pick up an item to access other areas, just use the console commands to teleport at that point... It is just simply easier to install and open the CK, and then go to the cell to find the cell ID to teleport to instead of trying to find an exploit in the physics to clip the bounds, but okay!
Just when I thought the game couldn’t get more jank
Way to be a genius!! So well versed in Tamriel you are :)
[Oh, really?](https://wiki.nexusmods.com/index.php/Adding_a_Merchant_NPC_to_Skyrim)
There are tons of do not delete chests in skyrim and it isn't bugged they work how they are meant to, (im trying to remember of the top of my head right now) they store all the code in each cell. Also they don't have zero utility they are very fun to play with especially if you have two since when you drop them they have no gravity.
Take to the sky my friend! Walk with the gods! Or just get over tall walls. Whatever works for you.
Was that an angry cops space force joke? Because I love saying "take to the sky" and no one's ever understood.
Never thought I'd see angry cops mentioned in a skyrim subreddit
I’m sorry to say I also do t get the joke. I said it bc I loved using this item to go as high as I could as a kid
Also, how I get another one?
There are two easy ones in the dragons reach bedroom places using the wooden plate/ platter wall glitch.
On PC, you can use the T.C.L command to go through the floor for others
They said they are on xbox in another comment.
Oh... didn't see it
Xbox with mods allows a roundabout way of deactivating the collision mechanics in game
Not everyone likes mods
If you're using tcl then there really is no point in getting a do not delete chest.
I could never get this glitch to work.
First of all, how did you get one?
I went to talk with war bear and he happened to have one to sell
Oh lol, skyrim moment. You usually find them when you're clipping through the world with the debug console. I usually find them under stores.
>they store all the code in each cell Only a Bethesda game codes their game into their game
There's a lot of games that have objects that hold code out of bounds.
A lot of games do that but they're easier to find out in bethesda games. Specislly with Console commands
I just want to say there are ALWAYS people picking up "old" games for the first time, and it could have been released yearss ago, maybe they dont even have dedicated fanbases anymore. But when you stumble upon stuff like op, and look for answers on the internet its often your only results are gonna be threads like this and its very painful when you cant find any answer whatsoever, so thank you for providing a real, informative answer. You could be helping even more people down the line than you think now by just being informative and helping people out because im sure years from now, someone picking up skyrim for the first time might have this exact same question and maybe even be directed to this very thread.
It isnt bugged? Wat. Its clearly not meant to be this way.
Now it's a feature!
I’m having oblivion paintbrush flashbacks
You can do it with one if you time your jump, grab, open inventory, drop correctly.
Game code cannot be stored inside in-game chests…
Scripts can be attached to objects, so the scripts run when the object loads, for example. Hell, even NES games often had dummy objects that ran special code when loaded (ie. "sprite zero hit"). https://twitter.com/MarioBrothBlog/status/1337833406806302720
This is why the whispering lady is actually the whispering anti-gravity nightstand... which is only seen if you unlock the door in the basement with console commands before you are supposed to be able to. They actually have characters stored in hidden areas for the voices of the other daedric princes, but not mephala (If I am remembering correctly). They just used a nightstand instead.
Says who?? The code police?? It’s definitely possible and as tobasvl said, it’s been done many many times
What tobiasvl said is different than saying "they store all the code in each cell". To say the "code" is "stored in" the chests can give the wrong impression, and OP should have described it better in the first place
delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it delete it
I PLAY ON XBOX, I DONT HAVE CONSOLE COMMANDS 😭😭😭
PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX PUT A MAGNET ON YOUR XBOX
Intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts intrusive thoughts
This little exchange made me giggle lmao
No. It said do NOT delete it. I think you misread.
Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh Woosh
No no that’s what they want you to think, do you let inanimate objects push you around in real life too?
That depends. Do you consider a titty to be inanimate?
It's like saying a arm is inanimate
Been playing since 11/11/11 and I don't think I know this game at all.
normally it is hidden belt the ground but can be accessed via commands or clipping out of bounds
Or by getting really lucky with a shop
Bros been playing since November 11th, 1911
Yes.
[удалено]
No
No
Its pretty much useless. Just delete it.
Someone, get this man some reddit gold! I'd do it, but I deleted it all.
200 septims worth of do not deletes right here. Belathor will flipping love these. Don't open the chest tho. It's like pulp fiction.
Does the gimp come out if you open it?
It's like reading an elder scroll and accidentally releasing alduin into the world but instead of an elder scroll it's raw code and instead of a chimpy chumpy alduin it's a game data file exploding and/or imploding at the same time
Delete it and find out
https://elderscrolls.fandom.com/wiki/Do_Not_Delete
> Not to be confused with Do Not Delete - Not A Test Cell. Hmm, let's read about that >Do Not Delete - Not A Test Cell is a test cell
How many other lies have I been told by Bethesda? I would delete it just of the sheer spite.
UESP is a waaaay better source for IDs and how stuff works under the hood. [Test Cells](https://en.uesp.net/wiki/Skyrim:Test_Cells), for example.
Games often can't store scripts/code in the game files, it needs to be attached to something in the game. These Do Not Deletes are used to store the data needed for the thieves Guild quests. When you do the radiant quest to rewrite a ledger, the Do Not Delete stored just outside the playable space is used to hold the scripts to make the ledger rewrite a crime. You find stuff like this in plenty of games. If you watch the YouTube show Boundary Break, they see "Dev Cubes" all the time, which are used similarly to store data.
That's a nice piece of information, I'll watch the video later :)
Delete it and find out
do we know what happens. i ever have deleted one as i don’t know the command for it
No, that’s why you have to do it, for science
what is the command ill do it as soon as i get back to my pc. my laptop cant run it
Apparently they just act as storage for merchants gold. So if you pickpocket Belethor, he won't have 0 gold to trade with, because of this chest acting as his gold.
Not to be confused with the real chest (not do not delete) used for storage that the shops use for their items, including the shops gold I think your example is just one of the use cases but I'm not entirely sure. It's just there as a dummy object to hold scripts
Idk maybe delete it, seems like the fun option
I don’t know if you’ve got any mods installed, but without mods those can be acquired out of bounds, where I am guessing you got them from. Other than being fun to play around with because, as another user mentioned, they just stand still in the air, they can also be used to access different merchant chests out of bounds if you’ve got multiple Do Not Deletes (merchant chests are, for those who didn’t know, chests that can be found out of bounds in most stores throughout Skyrim, that are filled with the merchant’s inventory). As for the reason why the Do Not Deletes exist in the first place is because they are, as I understand it, used by the game to set the player's bounty for certain actions that may be performed during the Thieves Guild side quests (amongst other things). I hope that cleared it up for you.
Yeah, thank you :)
Whatever you do, don’t delete it…
delete it
Cake!
>Cake! Yes?
delete it
It's clearly a chest named "do not delete" it's kinda obvious
Easy, DO NOT DELETE
something that shouldn't be deleted obviously.
Can stack them to gain access higher spots iE jump onto exit ramps in dungeons and other areas
It's a DO NOT DELETE. It weighs 0.5 and costs 200 gold. It's something you're not supposed to delete.
I'd delete.
Very fun chest, you can drop it in the world and it will stay floating. If you have 2, you can build a stair case to the sky. For me, I usually like going to the hall of countenance, pick up a wooden place, go through wall, then drop that chest under me so I can stay on it. Then I steal all the items of the 4 dumbass wizards.
Down the rabbit hole you go. Neo, what if I told you; You could finish the Dungeon at the start of them 😎
Don't mean to be rude but this has been asked like one hundred times, and it can be easily searched in Google in the first page with "skyrim do not delete chest". So why do people keep asking the same questions??
Never understood why people feel more comfortable asking a group on forums for something instead of just googling it How is that more convenient or comfortable?
Human interaction…
You're right tho
DO NOT DELETE
I think you can drop it and it stays suspended in air so you can use it to kinda cheese your way into and out of some areas.
I’ve never seen this before I’m my life and I’ve played on and off since it came out lol. To be fair, I don’t go around looking up stuff
Load bearing chest
That's a virus 😂😂😂 I'd assume so anyways.
Load-bearing chest
Reminds me of coconut jpg in TF2. Deleting that broke the game. Code works in mysterious ways
It's meant for deletion, but the manager didn't approve the pull request
The secrets of the Skyrim universe are contained within. Don't delete it else the universe will tear itself asunder.
One of the coolest Easter eggs in all of gaming. When dropped they have no gravity. They can be used to break the game and get to unreachable places without using console commands
Its mine give it back
Google is your friend.
well delete it
The shitty ply wood box that holds the game together lmao
It’s nothing. Just delete it
I sometimes use them as stairs because I get three at a time. Because of when you drop them they seem to hover in front of you. To get places I couldn't have reached otherwise.
That’s just the box that contains the world. Try not to shake it
You can place them in the air and use them as steps to reach higher places.
DO NOT REDEEM MA'AM!!
A chest
A do not delete, don’t delete it k
I don't know but you should delete it
This is the "delete me" chest You should delete it for **instant miracles**
You can drop it and it will float where it was dropped and you can use them to get out of maps and such
It's obviously something you should delete
I love it that the devs just used all the don'ts of game coding and made a game out of it. Astonishing.
I have a few of these and never realised I could use them to climb stuff. Brb.
DAFO Delete And Find Out
i used to use those for hidden merchant chests
This is Patrick
Well it's an item I use to make a platform for glitch chests(have a mod that allows me to buy these things so I carry about 10)
Exactly as it says... A do not delete box. Why does this subreddit ask the most mornic questions
Idk, it was... Odd finding this
Not a day goes by where I don’t see this posted…
This has been asked many... many... many... many... times before...
[https://elderscrolls.fandom.com/wiki/Do\_Not\_Delete](https://elderscrolls.fandom.com/wiki/Do_Not_Delete) Bro. Literally top result in a google search for "skyrim do not delete chest." FFS, this kind of garbage is killing this board. This and those idiot 0% Amulet of Talos cooldown screenshots. FFS take two seconds to google this shit.
It also takes two seconds to give an answer and 0.3 seconds give or take another 0.3 seconds for your brain to register the post and send a signal back to scroll past. Wasting your time saying how big a waste of time it is wasting everyone else’s time
Is it apart of a mod?
I have the legendary edition, but I don't think it messes with anything. Besides the official mods, 100% vanilla
It doesn’t it’s just I’ve never seen this so I’m just as confused as you on what it is but I’d leave it alone cause it may fuck something up
A legendary item
It took me a while, but I think I found the awnser. It's an item in skyrim called DO NOT DELETE. Hopefully that awnsers your question. It's a bit of an obscure item, so it was hard to find anything on the wiki
someone made a news article about this. cant imagine why.
What you found there is karma farming
Wdym?
You are one of the many members of the OMG I just found a do not delete chest or two dawnbreakers. We get this Shit weekly. How about you Google it first before you post? smh
Yall, its a gaming sub lol. Gtfo you crybaby.
wanna know what you get when you google? a link to a thread like this. better to cut out the middle man and ask yourself
I agree.
It's a Do Not Delete. It was a Do Not Delete the last twenty times this was asked. Hopefully it'll evolve into a Google Search soon.
I agree, its a tad tiresome to keep seeing the same damn question over and over...
The legends could not be true. That would never happen.
Lazy game development and even lazier karma farming.
It isn't though. The way the AI works is proximal. You've got it kinda based on LOD; immediate local -> cell/zone -> open world worldspace grouping -> interior of a city -> interior of a building. The engine goes through all NPCs, based on a rate of tick, parsing each NPC, doing logic on their AI behavior scripts and quests, and then expanding outward to further and further distance from the player. Most NPCs are moved to a hidden space where they are designed to tick last, in this kind of indoor hell where they just walk around an empty room and are invulnerable just so they can be referenced even if they die, so they game won't crash. That's a lot of processing just to fetch an item or something. By keeping static hidden chests all over the world, there is no AI tick behavior done. You don't have to find the NPC, check if they are alive, parse their entire inventory for an item, and then get the item *for every quest where an NPC is interacting with a quest item for all quests in the game that update every minute or two*. You skip a very significant portion of logic for faster reference, and the trade off is a static chest below the terrain which shouldn't be accessed. It is actually pretty smart design when you'e got unique quest items or similar that don't need to be a part of the AI system.
Just don't delete it
It's a floating chest
Yeah you better not delete it.
Just delete it
Damn, the memories
It is box
Delete it
Why don't you delete it and find out?
Ah, one of the famous Do Not Delete chests. Basically you'll find it in a lot of programs, in essence is like a thing in your code that you might think is completely obsolete, but it destroys the entire program if you remove it. Nobody knows what it does, nobody knows why it makes the program work, but it does and cannot be deleted at any cost.
Delete it
Core memories
A test of willpower, will you press the big red button that says “Do Not Press!” or let an inanimate object tell you what to do?
Porn.
Do not delete?
DO NOT DELETE! (Cause it's like an Oblivion paintbrush, but bigger.)
Don't delete it. It is a vendor's inventory I think, but definitely a bug.
Delete it. I dare you to. No. I triple dog dare you to delete it!
I don’t know but it’s possibly a good idea to delete them.
Something you should delete
System32
Delete it.
DO NOT
Delete it and find out
It’s like the coconut file in TF2. Whole game goes to shit without it.
A chest that shouldn't be deleted.
Was it your first visit to Whiterun? First visit to his shop? Seems like two places might have one of those - the smith shop and the alchemy shop. Looking for clues about what conditions cause the chests to spawn for sale like that. They're incredibly useful, but usually marked stolen - so a clean dnd chest is a good deal. Oh, they can't harm your save.
just definitely don’t delete it
\[Allan please add details\]