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Deleted2948850User

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Everything posted by Deleted2948850User

  1. Hey folks, I've accidently stumbled upon a way to seperate combined objects and make all the seperate objects clickable and editable through console commands. Here's what I've found; If you copy a placed object that is part of a combined object as an override into a new .esp, it forces the game to detach all objects belonging to that particular combined object. You don't even need to change anything in the override! Doing this still keeps all the objects where they originally should be in-game, but they are now selectable and editable through console commands without getting the pesky "Picked Non Ref AV Object". I've also found that any in-game changes you make to objects that have been detached are completely undone/overwritten again once the combined object is reestablished (in other words, if you unload the .esp containing the override). So I'm afraid these changes do not stick simply through save files. I am not sure why the game works like this, more testing is still needed on the subject. But I do hope this information will be useful to people looking into editing combined objects ^^ Sincerely, Darkco. Edit: On a different note, if anyone knows where the combined object forms are in the game files. I haven't been able to find them thus far, but I expect that disabling them would detach objects throughout the game in a similar fashion. Although this is just a theory and I have no idea how this might affect the game in general. Would be fun to see tested =] Edit: Adding a new placed object form (blank form) to a cell has the same result as to detaching combined objects. WARNING: Using this method breaks the cell update which in turn causes all containers and PA frames in the edited cells to return to their starting value (resetting their content). However, this excludes containers you've placed yourself and PA frames bought at vendors. This bug is not something that can be fixed within the mod, but is a bug in the game engine itself. If you still insist on modding your game this way, I advise you to delete any native containers within the cells and place your own. I also advise you don't leave any PA frames you found in the wasteland in the aforementioned cells, only ones you've bought.
  2. I might've found a workaround for combined objects (still more testing needed), but you might find it useful. I've found that if you add an override for a single placed object from within a combined object to a seperate esp it forces the game to detach all the placed objects from the combined object. You don't even have to change anything in the override and it still keeps all the objects where they should be in-game, but now all the objects from that combined object are clickable and editable through console commands. NOTE: I've also found that any in-game editing you might've done to the seperated objects is undone once you disable the esp you've made for it. Hope this helps ^^
  3. Oh wow, I must've missed that bEventFound line =/ Thanks! ^^ I have tried duplicating the If player.GetItemCount 00StarkWeapTheFirelance >=1 both using the || seperators and using new lines, but the script wouldn't save (and the GECK doesn't show script errors =/). And sorry for al the questions, I'm kinda noobish when it comes to scripting =P Edit: (Second spoiler) Deleted the If's of the seperated lines following the first line, that seems to have done it.
  4. Heya folks, I've been trying to spawn a container along with the aliens (Wild Wasteland encounter) north of the Horowitz Farmstead. I've added a custom container, placed it next to the aliens, renamed the referance and added it to the event script (VERT5AlienWWScript) but still it seems stubborn and simply won't spawn. I was hoping one of you guys happen to know why (or possibly see a flaw in the script). Any help would be very much apreciated ^^ Ps: Also, does anyone know how to end the event after picking up multiple items instead of just the one?
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