WarKirby3333 Posted October 13, 2006 Share Posted October 13, 2006 I have to re equip my 37 guards, by removing an item from their inventory and replacing it with another. The item to be removed and added is exactly the same for all of them, but it's going to be a pain to for 37 inventories individually. The guards all have the same equipment. Modifying the existing object is out of the question. before anyone suggests it. Is there anyway to modify their inventories all at the same time? WarKirby Link to comment Share on other sites More sharing options...
Abramul Posted October 13, 2006 Share Posted October 13, 2006 I would suggest using a spell. Add a long-duration Light component for tracking purposes. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted October 13, 2006 Author Share Posted October 13, 2006 A spell? How could that work? And I need to do it through the CS not ingame. I'm just looking for a timesaving measure. WarKirby Link to comment Share on other sites More sharing options...
Abramul Posted October 13, 2006 Share Posted October 13, 2006 Oh, in that case, you could use a Find and Replace. Make sure to uncheck the "Selection Only" box. This method will NOT work if you have the item used in other references, unless you want to go through and change them back afterward (for instance, if you want an armorer to sell the original but not the new item). Link to comment Share on other sites More sharing options...
lilleku Posted October 13, 2006 Share Posted October 13, 2006 Ive never tried search and replace, but that should work.but arent guards inventories mostly leveled? so you could only change the leveled list for these 37 guards? or maybe im in the wrong house.... o_O Link to comment Share on other sites More sharing options...
WarKirby3333 Posted October 13, 2006 Author Share Posted October 13, 2006 @lilleku: You mst be thinking of something different. My Castle guard's equipment is entirely manually chosen. @Abramal: How exactly would I use search and replace to modify inventories? I thought it only worked on references in the render window. Also all 37 guards are unique objects, are you sure it will work? WarKirby Link to comment Share on other sites More sharing options...
Abramul Posted October 14, 2006 Share Posted October 14, 2006 It appears that you are somewhat correct. It does not work on items in containers (including NPCs). However, it DOES work on objects placed in cells, even if those cells are not currently selected. Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 14, 2006 Share Posted October 14, 2006 The least complicated way would just be to manually do them individually. 37 guards shouldn't be too difficult, just close down the render window and the cell view stuff, and open 3 or 4 of them at a time. Or if you have a dummy cell somewhere (or a way to see many of them at the same time without changing cells, add one of each guard to that cell, and use the render window to select and edit them so that you don't need to scroll the object list so much. If this were forseeable, you could have used leveled lists to control their inventories, in which case you'd only need to change the leveled list. Sometimes you just need to keep it simple. Link to comment Share on other sites More sharing options...
SickleYield Posted October 14, 2006 Share Posted October 14, 2006 The least complicated way would just be to manually do them individually. 37 guards shouldn't be too difficult, just close down the render window and the cell view stuff, and open 3 or 4 of them at a time. Or if you have a dummy cell somewhere (or a way to see many of them at the same time without changing cells, add one of each guard to that cell, and use the render window to select and edit them so that you don't need to scroll the object list so much. If this were forseeable, you could have used leveled lists to control their inventories, in which case you'd only need to change the leveled list. Sometimes you just need to keep it simple. Or what the heck, I'm on your project. Send the current version of the esp and I'LL do it. It's not gonna take that long. :happy: You don't even have to send the meshes, since I'll just be changing the esp file and not playtesting in an error-causing way. Or if you DO want it playtested, and it's the item I think it is, I already have a copy of it anyway and I'll just move it to whatever file you have it located in. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted October 14, 2006 Author Share Posted October 14, 2006 Appreciate the thought, but I can handle it. I was just wondering if there was a faster way is all. Warkirby Link to comment Share on other sites More sharing options...
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