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Questions about doing things in FO4 edit


seekingthesun

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I'm mostly just practicing now and I've tried searching and I haven't come up with anything particularly useful to address these questions.

1. How can I use Fo4edit to eliminate/delete/get rid of a reference?
-Specifically say there's an physical object, a reference as in a specific instance of it. Like say for example I want to make an .esp that will get rid of a specific mailbox in Concord, Mass.
How should I do that? All I found were warnings that it could interfere with quests or something, but at the moment I don't care about that. I've been able to look up the reference ID in game, then find that reference in FO4edit, but I cannot figure out how to make it go away.

2. What is a way that I could make one reference switch BaseID's? For example say I want to change the counter and oven in the player's house?
Also, is there a way to trigger that? There was a mod out there that allows a workshop menu repair to change the model of the player's house. Perhaps coincidentally, that mod stopped working with an update. I want to try to make a workshop interface that would allow one to change the destroyed houses of say, somerville place, Kingsportlighthouse, or The Boathouse to the undestroyed versions in the game file. I think it might have something to do with the rows that say "Material Swap" but I'm not sure. Given that the original mod stopped working I can't tell if my attempts at reverse engineering aren't working because I'm doing it wrong or because the method just doesn't work anymore.
---I'd even be happy for now if someone could tell me the moving parts inside how gamebryo works of how I could even get it to change or at the very least get it to load the different model when in the area.

Any help would be appreciated.

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First step with FO4edit is always to right-click on the record you want, then 'copy as override' into a new plugin. That'll allow you to edit things.

 

From there, you can go down a few paths. There should be a method via FO4edit of disabling the object (I'm not in front of my gaming PC right now, so I couldn't tell you for certain).

 

As for your second question, I don't think that you can make an object change BaseIDs, nor do I have any idea why you'd want to. You could change the object in question by disabling it, then placing a new object in the same location, but why you'd have the same object with a different BaseID, I have no goddamned clue.

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I know how to make new .esp's with an override. It's like I said. I'd like to change the kitchen in the post-war to be like pre-war. And like I said, i'm asking here how to disable the object. I've *tried* looking it up.I'd like to simply replace the object in situ instantly.

I know how I'd do it in the console. Maybe i'd have to make a batch file to manually do what I want. There's a mod that clears out vault 111 that uses a batch file. I think the batch file will be my next attempt. Maybe the tag "Initially disabled" would be the way to do it. I'm not sure how I'd set the position automatically. That's why I want to swap them out. Otherwise I've got to copy a lot of positional information.

I know there's ways to do it, as I said there used to be a mod that worked. I've also been thinking of maybe hijacking how models change on LOD

EDIT: I figured it out how to get rid of references. Find the specific reference, go to "Record Flags" right click and select "initially disabled" That will get rid of them. Does anyone know of a way that I could select multiple references in a row and apply and edit to a specific entry, in this case, "record flags"?

Edited by seekingthesun
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I've had mixed results with this. On the "yay it's working" side, I replaced the crate in the Sanctuary root cellar with my own copy of the crate that contains a bottle of dandelion wine. That way it is only in one crate in the game, not in 175+ crates around the Commonwealth.


On the WTF side of things, I tried the same method to remove all NPCs from Easy City Downs and it didn't work.


What I did in both situations was override the placement reference. According to Nukapedia, Somerville Place has formID 0000e700. In FO4Edit, that reference has a plus sign next to it. I expanded the plus sign, then scrolled down and found the farmhouse reference (001D3335). The next step would be to copy 001D3335 as Override. Then, F2 on the blue highlighted line in my screenshot and change the object to the other house version.


I replaced a crate just fine, but that is a container with a "list" on the "inside", which isn't a graphic element tied to other pieces. Idk if it will work for a house, but that would be interesting if it does.
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