Razlo Posted January 31, 2011 Share Posted January 31, 2011 (edited) Like in the topic: I am looking for a way to change (like switch to another) or remove an object(s) from game which is not in the container.For example rifle lying in the guard house in NCR CF, or book on some table . I know how can I do this for container - I simply find the right container and remove the Item from it. But how can this be done if thing is just freely lying in the world ? I'd be most gratefull for any clue or guideline or direct help :)Razlo Edited January 31, 2011 by Razlo Link to comment Share on other sites More sharing options...
willf0rce Posted January 31, 2011 Share Posted January 31, 2011 in the geck, look for the cell in the bottom right window (cell view), open it up by double clicking it, then it should appear in the top right window (render window). then just find the item you are looking for in the cell, select it and then delete it, then go to the object window, find the object you want and click and drag it over to the render window and put it in place. Link to comment Share on other sites More sharing options...
Razlo Posted February 1, 2011 Author Share Posted February 1, 2011 Thanks a lot , will_force. So simple! :) Kudos (don't even know whats that excactly , but its good, right :P ? )! Link to comment Share on other sites More sharing options...
kibblesticks Posted February 1, 2011 Share Posted February 1, 2011 Thanks a lot , will_force. So simple! :) Kudos (don't even know whats that excactly , but its good, right :P ? )! Kudos is that number with the little [+] next to it. If you want to give will_force kudos then click it and his number'll go up by one =] Link to comment Share on other sites More sharing options...
nosisab Posted February 1, 2011 Share Posted February 1, 2011 (edited) To do the same thing with a script, follow the instructions and locate the item in the cell, now open it's properties and give it a ReferenceID (you can enter one in the appropriate field or note the one there if it exists), create your item item and place it there too, disabled. Once it's done everything else that need to be done is disabling that ReferenceID in one the item and enabling the ReferenceID from the other by the script. Hope that opens a few more ideas for usage. Notice than the ReferenceID is unique for each and every object in game, even if many of the same type exist in game (if not given explicitly the engine does so). Once the item is defined by that ReferenceID it can be enabled/disabled anywhere, not only at it's original place. Notice too it's different from the ObjectID, this last is the common identifier for every item of its kind. for example: "rusty pistol" would be all rusty pistols in game (objectID), while "this rusty pistol" will be one specific rusty pistol in the whole game. Edited February 1, 2011 by nosisab Link to comment Share on other sites More sharing options...
Razlo Posted February 2, 2011 Author Share Posted February 2, 2011 (edited) Great ! Thanks for the grasp of knowledge :) I do not have many experience with attaching scripts - although programming language itself is very familiar for me and I was able to modify existing scripts already,I don't know how can I attach a script to an object in GECK - let's say a WeapPlasmaPistol (this is the mentioned Object ID , right ?). @kibblestick: Kudos given, sir! ;) Edited February 2, 2011 by Razlo Link to comment Share on other sites More sharing options...
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