@DizzyDee-K Well, I spent a few hours in my test game trying various things and have come to the conclusion that urns of any type cannot be deleted in build mode at all. The only way I didn't test was a putting a lot that has one on it from an earlier game into a new game. Didn't have one. The only way I found to get rid of them was to delete the sims that the things were attached to. After doing that, the destroy option comes back and they disappear altogether when you do that but that also requires you put a sim on the lot. And then go through the headache of putting a copy of them back in the game. Reestablishing the relationships is the hard part doing it that way. On an old game like mine, it's almost impossible since sims have died, alien pollinators have changed, etc.
I was also testing dedeathify too. And have to agree that killing a sim, bringing them back with the spell and killing them again generates a new urn. I did it several times. Of course then you're stuck with 2 urns that you can't delete or destroy. I think I may owe an apology to Vivian, Dennis, Eleanor and Akram for killing them so many times. Unlike my main save where Grimm quit working and doesn't generate new urns, I never had that issue in the test save even though I did have all my mods and cc installed. I didn't use any of the cc though. I did get a bunch of LEs though. Started when I asked the first sim to join the household. In that case, I didn't wait for Grimm to leave and the first one showed when Alice asked Dennis the ghost to join the household. At the time, Dennis was standing in front of the house but still in the world. Just as soon as he agreed I got the first LE. After that, every time I left and reentered the lot, I kept getting them until the urns had finally been destroyed. With that lot, I saved a copy of the lot to my library and bulldozed and replaced with the copy. That broke the connection and the urns got the destroy option back. Reading the LEs afterwards, I found nothing that indicates a mod involved but from past experience, it might not anyway. Anyway, I tried dedeathify on Dennis who was asked to join the household as a ghost and Vivian who I didn't. But I did catch her before she left the lot when I dedeathified her and once she was solid again, asked her to join the household so I tried both ways. For further reference, if you ask to join first, the ghost just turns solid. If you dedeathify before the ghost joins the household, you get the standard move window to transfer the sim in.
On the Elderberry lot, after killing both of the elders, moving them in and casting the spell on both and bringing them back to life, I split up the household in manage households and deleted the elders. Upon rentry to the lot, both urns had the destroy option and went away as they should. So deleting the sim appears the quickest way to break the connection to the urn so you can rid of them. A lot of drawbacks doing that though.
One other note. I put Vivian's and Dennis's urns in Eric's personal inventory to see if I could delete them. Nope, that doesn't work. But had a hard time getting them out. One came out and I was able to put it on the lot but it wouldn't let me do it with the second. Might be a stacking issue with the things. I had to exit the lot and reenter before I could get the second one out of Eric's inventory.
To tell the truth, I wanted the death cycle to fail so I could narrow it down to the connection remaining or a bad cc object but that didn't happen so now I am back to square one.
But I do think after doing all this that there is still something wrong with the urns of dedeathifed sims. Logically, once the sim comes back to life, the urn should be just like those of ghosts released to the netherword but they are not. They are like urns of ghosts that have been strengthened and are still attached. I really don't think that's the way it should work.
Anyway, thanks for the info you provided. And I agree that the things should not be indestructible.