Ashven Posted November 14, 2011 Share Posted November 14, 2011 (edited) Y'see, I recently got "Active Wasteland" and it's given me a mod-boner, and now I want to expand it. To just about everything. The scripts are easy enough to work, but I have one glaring issue staring at me, and I really don't want to have to go through each cell in the game running the "replace X with Y" function. So, does anyone know a nifty way in NVedit or the GECK to replace a certain object with another, globally? :EDIT: I want to basically make the world your junk store - raid old light poles for scrap electronics, take telephones and lamps to sell them, pile up tires for fun and profit, take metal barrels, open all sorts of old computer equipment and take parts from them, dig through rubble piles (the ones in the wastes that are static) if you have a shovel, so on. I mean, really - imagine Active Wasteland beefed up on Jet and licking overcharged energy cells. Edited November 14, 2011 by Ashven Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted November 14, 2011 Share Posted November 14, 2011 Find an item you want to replace in the render window. Select it (and make sure you have only it selected). Then hit Ctrl+F to open the replace window. Now find the item you want to replace it with. Below the two dropdown selection boxes there are three check boxes: Current World Only, Current Cell Only, Selection Only. What you want to do is click the Current World Only box and then hit the replace button. It'll do exactly what it says, every instance of the object you selected will be replaced in that world (ie, Interiors, WastelandNV, etc). You'll have to do it for each unique worldspace, but it's faster than doing them one at a time for sure. I'd also like to point out a word of warning on replacing that many objects in the entire world. It can have unanticipated side effects (ex. Busworld for FO3). Link to comment Share on other sites More sharing options...
Ashven Posted November 14, 2011 Author Share Posted November 14, 2011 (edited) I was hoping for an even faster method, but that's looking like it'll be my only choice, like something with NVedit. By the way - if I do run the replace window, will it replace the items while maintaining their scale and such? It'd be quite annoying to have to manually fix certain things. I figure, though, that if my mod is loaded early in a load order any mod loaded after it will just zero out my modifications allowing for better compatibility. I just think it'll be cool to add absolutely bonkers levels of scavengable stuff. :EDIT: Would anyone feel it's a cop-out if I only did the exterior wasteland and the "exterior" worldspaces? Doing the interiors one by one would be incredibly tedious. Edited November 14, 2011 by Ashven Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 14, 2011 Share Posted November 14, 2011 Right click on a record of item you want to change instances of in FNVedit, Click 'Change all referencing records', and type in the load order complate formid of the record you want it to be. A checkbox list will then appear showing all the records that will be changed (Can uncheck to not change some records). If you want to change records in falloutNV.esm... I suspect you'll need to copy everything as override to a new mod first, then do 'Remove Identical as master' to clean it up. You might also have to 'Build referances' on falloutnv.esm first, but again I don't think fnvedit will let you touch falloutnv.esm so you might need to copy to a new file (And then reload that file, or build referances on it) Alternatively, you can make a CVS file and use the 'Batch change referencing records' function to change all references in any mod, and even distribute those files so others can make the changes to thier mods/worldspaces, Say if you changed something that mods depend on. Link to comment Share on other sites More sharing options...
Ashven Posted November 14, 2011 Author Share Posted November 14, 2011 That CVS thing - can you go into more detail? That sounds ideal if it'd let other people make my mod compatible with everything else. I like consistent gameplay. Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 14, 2011 Share Posted November 14, 2011 (edited) I use it a little.. Heres the basic format of the CVS file.. at least, the only one I ever found for it..Type,Old Mod,Old Object,Old EID,New Eid,New Mod,New Object,,,,,,LVLI,somefile.esm,0x00AAAA,someobject,someobject,somefile.esm,0x00BBBBLVLI,somefile.esm,0x00CCCC,someobject,someobject,somefile.esm,0x00DDDD And then you just keep repeating those 2 last lines... and altering the formID's. The formid's ('Object') and esm name are the only things that matter, the editorid's don't have to match, as FNVedit will edit the records anyway, it just complains about it. Not sure if "Type" matters, but its the 4 letter type code. I think FNVDUMP or something can show you all the codes. Its yet another option in FNVedit when you right click your mods filename in the left panel. "Batch Change Referencing records" Edited November 14, 2011 by Cyberlazy Link to comment Share on other sites More sharing options...
Ashven Posted November 14, 2011 Author Share Posted November 14, 2011 That is most interesting. I'm going to see if I can't figure out how to do that, because it'd be the bomb friggin' diggity if I could just have a file that allows you to batch change all the references like that for any mod. Imagine if Active Wasteland itself worked across mods! No more lamenting the static coffee pot if you actually had plenty of pinyon nuts. Link to comment Share on other sites More sharing options...
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