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replacing Movable static items with activators


badfrog

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I am trying to make a mod that replaces all instances of a specific movable static item with an activator, so instead of it being just eye candy, you can interact with it.

it there a way to do this without having to go in and manually replace said item at every place it appears in the game?

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I am trying to make a mod that replaces all instances of a specific movable static item with an activator, so instead of it being just eye candy, you can interact with it.

it there a way to do this without having to go in and manually replace said item at every place it appears in the game?

 

You would have to use the same FormID for the activator as the movable static object in order to replace it game-wide. I tried doing this in FNVEdit and it won't let you change the record type. I've never seen a case where this is done in any mod, though I don't know everything. I have a feeling it can't or shouldn't be done because of what would happen at runtime with the engine expecting an over-ride of a specific type, yet the mod has a different type with different data structure.

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I tried deleting the item and creating the new one with the same ID in FNVedit, but then when i loaded it up in the geck, it had been changed back.

 

I went through and manually changed each item. so it works for vanilla, but if someone adds that item in their mod, it won't be an active opbject

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The only other way I can think of requires NVSE. A quest script with a ref-walk loop to find all of that item in the player's current cell, disable it and replace it with your object using PlaceAtMe
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