dizietemblesssma Posted October 24, 2023 Share Posted October 24, 2023 I thought I knew how to do this, I know I've done it before. I have two identical objects except their scripts are different, I want to copy the position of one, and the paste or move a copy of the other to that position and then delete the first object,I thought I had done it by dragging an instance of the new object to the render window, then ctrl-c that selection, then select the object to replace and ctrl-shift-v. but that just duplicates in place the new object. I did try ctrl-f , but in xedit showed me all sorts of issues when i tried that last.So what is the proper way to do what I want? diziet edit: to be clear about the issue with ctrl-f, I just tried it again and made note of the problem:the replacement object is a copy of an object from a master file for my mod esp. So it has a higher load order prefix then the object it replcaes; but when doing ctrl-f the creation kit gives the new object the same formid as the old one. Which is clearly not right. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 25, 2023 Share Posted October 25, 2023 The base object of the item from the master file will have the "higher" prefix. The placed instance from copy / pasting will have an ID associated with the active plugin. As long as it points to the correct base object, you are good. In fact, can you not go into the pre-placed object reference and edit the base object to point to the one that you want. Pretty sure I have done that before. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted October 25, 2023 Author Share Posted October 25, 2023 Confusion here, by higher I mean the higher number:) So my patch mod prefix is 'higher' i.e. greater, than the mod it patches. So when ctrl-f puts a baseobject from the patch into a record with the prefix of the mod being patched this is not good, and that is precisely what is happening for me. Hence my request to know how to precisely place an object in the identical position of another (when they are the same shape) diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 25, 2023 Share Posted October 25, 2023 Let me understand what you are saying:You have a base mod and a third-party mod and a patch mod. third-party mod is at 05base mod is at 06patch mod is at 07 Within the patch mod you want to replace a pre-placed object from the base mod with an object from the third-party mod. Ctrl+F should do this. Are you using the Creation Kit Fixes mod that allows ESP files to used as parent masters? If not, either use that or use Wrye Bash / SSEEdit to toggle the header flag from ESP to ESM. Without some intervention the CK will not allow an ESP file to be used as a parent master. When tried, it will either create new records or not save the changes. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted October 26, 2023 Author Share Posted October 26, 2023 Not that. I have made a duplicate of an item in the third-party mod in my patch mod, the base mod would be my support esp which is need for all my patches. I wish to replace a copy of the third party mod version of this item with my duplicate version. The third-party version of the item in the cell view list has formid prefix 05, the duplicate version has prefix 07. Using ctrl-f the creation kit successfully swaps one for the other except that in the cell view window the listed formid of the new duplicated item is still prefixed 05, in fact the formid remains unchanged from the original third-party version of the itemThe creation kit is modded with CK64FIxes update 3.5 and has been allowing multiple esps as master since a long time.It is likely that at some time in the future I may wish to do a similar swap using an itme in my base mod to replace an item from a third-party mod. diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 26, 2023 Share Posted October 26, 2023 I see no harm in it keeping the object reference ID of the original. As long as it points to the correct base object, it should be fine. Does it behave correctly in game? Pretty sure that xEdit would let you force change the object reference ID number to something else. Would need to be careful about the number selected. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted October 26, 2023 Author Share Posted October 26, 2023 I admit that I've never got as far as testing in game. Every patch is opened in xedit first to eslify. Seeing xedit show errors stopped me from trying it in game:)I shall have a go at trying to play with an esp with such errors. diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 27, 2023 Share Posted October 27, 2023 If all else fails, place your newer copy in the render window. Then open up both the old one and the new one such that their reference windows are side by side. Then manually copy the XYZ data from the old to the new. Then remove the old one. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted October 27, 2023 Author Share Posted October 27, 2023 That makes sense thanks.When you said "I see no harm in it keeping the object reference ID of the original." would this be the same as using xedit to copy the third-party item as an override into my patch, and then changing the 'NAME - Base' record in the override to the patch version; even though the patch duplicate basebject item has a prefix of the patch but is in a record with the prefix of the third-party mod?? I ask because I just tried this, and xedit gave me no errors and it worked in game.If this a legit thing to do then I can leave the CK alone for some things. diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 27, 2023 Share Posted October 27, 2023 Copying as an override and then changing the base object that it references is perfectly legit. The only concern would be a separate patch mod to the third-party mod which modifies the same object reference. But that is a concern no matter how you handle this. In the first scenario (replacing and removing the first item), the other patch would place an instance in the same spot and two items will be z-fighting with a crap-shoot as to which will be activated. In the second scenario (copying as override and changing base object), the other patch would replace your item if loaded after. Link to comment Share on other sites More sharing options...
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