Kalabei Posted November 19, 2015 Share Posted November 19, 2015 I'm having a slight problem removing objects when they are "a combined object under key(ref)". I can't find the combined combination ref in the .esm to override the combination. You can Prid any object id under the combined key, but Disable doesn't work, and you can't do any custom stuff like scrapping whilst it's considered a combined object. Has anyone encountered this before? Would really help my WIP scrap garbage/hedges mod as 90% of things that aren't already scrappable are combined objects. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 20, 2015 Share Posted November 20, 2015 You might be able to get the reference by using GetParentRef in console. Generally, what they have done in previous games is tie related references together to a singular parent, or by means of a string of parenting. This won't help with those things that come up as "picked non ref AV object", or a handful of statics which have no ref ID (like most broken buildings). But should be a place to start until a toolset is available. Keep in mind, doing cell edits in t-Snip or xEdit can result in serious problems down the road since the changes are being done on the cell form instead of being tracked as a separate modification of that cell (like what happens when you edit the cell in a toolset). Link to comment Share on other sites More sharing options...
Kalabei Posted November 21, 2015 Author Share Posted November 21, 2015 Thanks for the idea! They seem to have no parents and I can't seem to find out any more information from the lists of GECK functions :( So adding a reference override in a WRLD group in a seperate esp doesn't seem to do anything, and changing the reference in game doesn't change the static prop unlike objects that aren't under a combined key. I might give up on it until the editor comes out or someone smarter figures it out, as I can't seem to hack it to change anything atm :/ Link to comment Share on other sites More sharing options...
Deleted2948850User Posted November 25, 2015 Share Posted November 25, 2015 I might've found a workaround for combined objects (still more testing needed), but you might find it useful. I've found that if you add an override for a single placed object from within a combined object to a seperate espit forces the game to detach all the placed objects from the combined object. You don't even have to changeanything in the override and it still keeps all the objects where they should be in-game, but now all the objectsfrom that combined object are clickable and editable through console commands. NOTE: I've also found that any in-game editing you might've done to the seperated objects is undone onceyou disable the esp you've made for it. Hope this helps ^^ Link to comment Share on other sites More sharing options...
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