SonDEreiXiaL Posted July 25, 2011 Share Posted July 25, 2011 I used the mod 'Real Time Settler' a while ago and disabled many objects in the game, such as the Jacob's Town Lodge and the dilapidated houses near Red Rock Canyon to create building space. I no longer use the mod and would now like to restore those objects in the game, if possible. If it is feasible, how exactly would I accomplish it in the GECK? I know how to find the world spaces in cell view, so I just need help generating the objects. Link to comment Share on other sites More sharing options...
davidlallen Posted July 25, 2011 Share Posted July 25, 2011 I am not familiar with "Real Time Settler". However, if you dynamically disable objects during gameplay, I suppose this information must be contained in the save game file. In this case, geck will not help to restore these objects; geck only works on mod files. It cannot be used on save games. In your save games, there are some changes you "want" (ie, you may have completed some quests, picked up some objects etc) and some changes you do not want, such as disabling the Jacobstown Lodge. I don't think there is any way to edit the save game to get rid of only the changes you do not want. It may be that you have to go back to a save game from before you have disabled these objects, and then redo any quests you completed since then. Link to comment Share on other sites More sharing options...
SonDEreiXiaL Posted July 25, 2011 Author Share Posted July 25, 2011 I am not familiar with "Real Time Settler". However, if you dynamically disable objects during gameplay, I suppose this information must be contained in the save game file. In this case, geck will not help to restore these objects; geck only works on mod files. It cannot be used on save games. In your save games, there are some changes you "want" (ie, you may have completed some quests, picked up some objects etc) and some changes you do not want, such as disabling the Jacobstown Lodge. I don't think there is any way to edit the save game to get rid of only the changes you do not want. It may be that you have to go back to a save game from before you have disabled these objects, and then redo any quests you completed since then.Just as I feared. I saved the doors of Jacobstown Lodge, so I can still enter the cell, but I wanted to restore these objects due to the ugly LOD that is left behind. It's a shame it can't be done. Anyway, thank you for the educational response. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted July 26, 2011 Share Posted July 26, 2011 Actually, you could. I'll walk you through it here. Open GECK and go to the cell with the objects you disabled in your game. In the "Object Window" go to "All" and filter for "XMarker". Drag one into the cell and then double click it. In the "Name" field give it a unique name like "JTLodgeEnableREF" or something. Down at the bottom, click the "Initially Disabled" option. Click "OK" to close the window. Now go to the Jacobstown lodge building object. Select it and then hit the "-" minus key. This opens the batch dialog (I find it easier to work with than a specific ref window). Find the option that says "Set Enable parent" and chose it. Now, above the dropdown menus in the bottom left of the "Reference Batch Action" window is a button that says "Select Reference in Render Window". Click it, the cursor is now a crosshair. Move it over the xmarker you placed and double click. Click "Do" to close the window. Do the same thing for any other objects you want back in your game. Now that you have them all set to the xmarker as enable children, you can write a simple script to turn them all back on.scn EnableRefsSCRIPT BEGIN GameMode JTLodgeEnableREF.enable stopQuest EnableRefsQuest END Save this script as a quest script (little dropdown menu on the script window). Then make a quest named "EnableRefsQuest". Set it to 'Start Game Enabled", and give it the script you just made. You'll have to close the quest after making it in order for it to save and be able to have a script set. Save the entire thing as a new file, then make sure you select it in FOMM or the game launcher. Once you load your game, check out Jacobstown. If you did it right, the buildings should be back. Link to comment Share on other sites More sharing options...
davidlallen Posted July 26, 2011 Share Posted July 26, 2011 Very clever. If there are dozens of such items, it may be inconvenient to find them one by one. But this definitely sounds like it would work. Link to comment Share on other sites More sharing options...
Glenstorm Posted July 26, 2011 Share Posted July 26, 2011 I think if you didn't delete too many objects, you can re-enable them by simply finding their FormID and typing <formid>.enable in the console for each object. I would recommend Gribbles method though, but if you can't be bothered doing that all in geck, this is the way to go. FormID can be found by selecting the reference in the render window and looking for the pink highlighted entry in the Cell View list to the right. Then simply hover the mouse over that entry and the formID and name would show up as a tooltip text. You can alt+tab between the game and geck to enable the objects one by one. Link to comment Share on other sites More sharing options...
SonDEreiXiaL Posted August 1, 2011 Author Share Posted August 1, 2011 Actually, you could. I'll walk you through it here. Open GECK and go to the cell with the objects you disabled in your game. In the "Object Window" go to "All" and filter for "XMarker". Drag one into the cell and then double click it. In the "Name" field give it a unique name like "JTLodgeEnableREF" or something. Down at the bottom, click the "Initially Disabled" option. Click "OK" to close the window. Now go to the Jacobstown lodge building object. Select it and then hit the "-" minus key. This opens the batch dialog (I find it easier to work with than a specific ref window). Find the option that says "Set Enable parent" and chose it. Now, above the dropdown menus in the bottom left of the "Reference Batch Action" window is a button that says "Select Reference in Render Window". Click it, the cursor is now a crosshair. Move it over the xmarker you placed and double click. Click "Do" to close the window. Do the same thing for any other objects you want back in your game. Now that you have them all set to the xmarker as enable children, you can write a simple script to turn them all back on.scn EnableRefsSCRIPT BEGIN GameMode JTLodgeEnableREF.enable stopQuest EnableRefsQuest END Save this script as a quest script (little dropdown menu on the script window). Then make a quest named "EnableRefsQuest". Set it to 'Start Game Enabled", and give it the script you just made. You'll have to close the quest after making it in order for it to save and be able to have a script set. Save the entire thing as a new file, then make sure you select it in FOMM or the game launcher. Once you load your game, check out Jacobstown. If you did it right, the buildings should be back.Thank you for the help. I followed your instructions perfectly, but when I enable the mod in FOMM, the game crashes to desktop. Do you know why this is happening? It's only master file is FalloutNV.esm, which is enabled, so I have no idea why it crashes. Link to comment Share on other sites More sharing options...
SonDEreiXiaL Posted August 1, 2011 Author Share Posted August 1, 2011 I think if you didn't delete too many objects, you can re-enable them by simply finding their FormID and typing <formid>.enable in the console for each object. I would recommend Gribbles method though, but if you can't be bothered doing that all in geck, this is the way to go. FormID can be found by selecting the reference in the render window and looking for the pink highlighted entry in the Cell View list to the right. Then simply hover the mouse over that entry and the formID and name would show up as a tooltip text. You can alt+tab between the game and geck to enable the objects one by one.Thank you for the tip. If I can't get the GECK method to work, I'll try that. Link to comment Share on other sites More sharing options...
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