Gruffydd Posted April 14, 2016 Share Posted April 14, 2016 Is there a way to move objects from one mod to another without causing them to disappear from in-game, or needing to keep the original mod?I've got a group of similar settlement-object-related mods that I want to combine into one categorized mod, but I don't want people who are using any of the original mods to have the objects they already placed disappear from their games, or to have to have their esp list filled with a lot of now-unnecessary esp's just to keep what they've previously placed. If there's a good tutorial out there that someone could direct me to (assuming it can be done), I'd appreciate it. Link to comment Share on other sites More sharing options...
TwilightOne Posted April 14, 2016 Share Posted April 14, 2016 As far as I know, the objects added are "references" to base objects. They are duplicates of objects used ingame and tweaked to work with settlement building. They still share the same model file and textures but the game treats them differently as separate objects. They can also have new info like snap points and scripts attached to them, like animation and behavior. They have an instance number meaning that all copies of this object are numbered and have a particular number.Since I don't know if all the objects added by mods are instanced references of vanilla items I would assume that they can't be directly transferred to another mod and made usable ingame. Because the mod's "objects" wouldn't exist anymore and wouldn't exist on game load even if the objects look the same as vanilla items. If the mod adds instances of untouched vanilla objects then I would assume they would still work as they have been added to the save game and all points to vanilla references.So short answer is no they probably won't be transferrable, unless you tweak the new mod in the GECK to have the original mod as a master and use its content and deal with its issues.If you remove a mod, be sure to change placed objects in modded containers to vanilla containers or they will cease to exist.If you use the GECK to mix all the mods in a single one you will have a LOT of objects that are essentially duplicates that work a slightly different way and abide to analogue scripts. In short it is a mess to deal with and has way too much of redundancy and will probably be a pain to clean.That's why I'm very positive at the idea of having community set guidelines regarding use of keywords for placement in the game construction menu. We should have the same for mods that add new objects. How would we make the new snap nodes, how to navmesh the objects etc. how to report to precise scripts to be more compatible instead of each of us making our own scripts on each mods for the same thing...That and to edit the mods you would need the mod author's approval. Link to comment Share on other sites More sharing options...
Gruffydd Posted April 16, 2016 Author Share Posted April 16, 2016 I suspected there wasn't a way either, or at least not one that didn't require that you still keep the old mods lurking around.I've got a bunch of different "Signs of the Times" mods, and am currently working on a combined, categorized version.I'll be sure the leave the original versions available, for those who don't want to have to re-place all of their signs. Link to comment Share on other sites More sharing options...
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