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Can you convert all objects in a cell into static objects?


JFlieger

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So this isn't exactly for a mod, I'm trying to build an Oculus Quest home environment using an interior cell from New Vegas. I was able to combine all of the static objects into an SCOL to import into Blender, but all other objects need to be imported one at a time and positioned manually.

 

So, is there any way to convert everything in a cell into a static object? I know I can create new static objects and point to the non-static objects' meshes one at time, but those would still have to be added to the cell and positioned manually in the GECK, so it would end up being just as much work as repositioning them in the Blender scene. I'd just really like to be able to save the entire cell's contents as an SCOL to save a bunch of work since I'll still have plenty of work to do even after all the objects are placed.

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I could have swore you could combine non static items into SCOLs as long as they had a static version in the tree. But then again that would have been Fo3 if it was possible.

And I assume you would still want their functionality after your blender work ? So then you would have to convert them back to activators/etc... if you could make them all statics ?

 

So what I would do is make your SCOL in your duplicated cell out of all statics. Then delete that reference ... Now you have everything left that you can group select ... cut,copy,paste ... saving their relative positions to each other.

Basically using the cell as your non static SCOL for saving it. Which I guess is not possible to plop it in blender ?

 

Question : What are you attempting in Blender ? Do the non statics really need to be there ? Sorry I don't do any of that kind of work.

 

One thing to mention if you have/will encounter it ... sometimes one of the statics likes to rotate 90 degrees , when combining into a SCOL ... so to fix , just rotate it 90 degrees in the opposite direction before creating the SCOL .

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I could have swore you could combine non static items into SCOLs as long as they had a static version in the tree. But then again that would have been Fo3 if it was possible.

And I assume you would still want their functionality after your blender work ? So then you would have to convert them back to activators/etc... if you could make them all statics ?

 

So what I would do is make your SCOL in your duplicated cell out of all statics. Then delete that reference ... Now you have everything left that you can group select ... cut,copy,paste ... saving their relative positions to each other.

Basically using the cell as your non static SCOL for saving it. Which I guess is not possible to plop it in blender ?

 

Question : What are you attempting in Blender ? Do the non statics really need to be there ? Sorry I don't do any of that kind of work.

 

One thing to mention if you have/will encounter it ... sometimes one of the statics likes to rotate 90 degrees , when combining into a SCOL ... so to fix , just rotate it 90 degrees in the opposite direction before creating the SCOL .

I don't need their functionality at all, just the meshes and locations. I'm simply trying to build a static scene to use as a home environment for VR, so nothing needs to be moveable/interactable, don't need activators or anything. All it is is a room that renders around you when you're on the Oculus home screen. I just want it to be populated with all the random clutter without having to place it all manually in Blender, and as of right now I have to check an item's coordinates in the GECK, find the item's name and path, then import the .nif into Blender and punch the rotation/translation coordinates in manually to move it into the same position as in-game. It's very tedious and I haven't even gotten to all the really small clutter.

 

And as far as I can tell, there's no way to get the entire cell into Blender. The benefit of using an SCOL is that it saves the SCOL as its own .nif file, which can then be imported into Blender, but the cell data itself is likely just a file that contains a list of items and their positions, which I can't do anything with in Blender without some kind of script.

Edited by JFlieger
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Oic ... well good news ... you can use ths feature to replace objects without moving them.

https://geckwiki.com/index.php?title=Search_%26_Replace

Its in the "Edit" drop down or "Ctrl+F" ... and it takes a bit for it to open ... plus look behind other windows if you don't see it pop up eventually.

 

But of course will need to extract .nifs of items , that do not have a static version in the object tree.

Then make a new Base object to assign the model to.

And just incase you don't know ... on the drop down for the search and replace window ... once its pulled down ... just start typing the object you're looking for to find it quick.

 

Hope that helps .

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