SoulAdm Posted December 2, 2011 Share Posted December 2, 2011 SirX you r just sick lol Link to comment Share on other sites More sharing options...
Chainsgore Posted December 2, 2011 Share Posted December 2, 2011 (edited) I've run into a bit of a snag. Hoping ya'll might be able to help me out with this. I'm still working on the lower level for Proudspire and what I'm working on is opening the room up. Getting rid of all the Pillars along the center of the room going from the stairs to the door. This I've done easily as well as filling in the floor and replacing most of the main supports. My issue is I can't find a Single Column Arch in the codes. I've found the 2-3 & 4 corner supports but I can't seem to find the code for a single corner. This is keeping me from being able finnish out the room properly. Sadly I'm kinda anal about this sort of thing so I can't move onto my next project until this is resolved. p.s. Xazor for that Skyforge there set scale to .80 x pos to 60.25 & y pos to -615 it'll line up nice and flush and won't be too large. Remember to place another one on it and disable the original once you're done to avoid activation conflict. I only know because I have my forge in exacitally the same place. Edited December 2, 2011 by Chainsgore Link to comment Share on other sites More sharing options...
ElderBarrySirUp Posted December 2, 2011 Share Posted December 2, 2011 After Deleting some items in the Spire, such a bookshelves and mannequins, the they are invisible, but I can still activate them and have a barrier that I can't walk though. I have left the house, traveled, quit and restarted the game but nothing works. Any ideas? Link to comment Share on other sites More sharing options...
Chainsgore Posted December 2, 2011 Share Posted December 2, 2011 After Deleting some items in the Spire, such a bookshelves and mannequins, the they are invisible, but I can still activate them and have a barrier that I can't walk though. I have left the house, traveled, quit and restarted the game but nothing works. Any ideas? This has been an ongoing issue with some items. As far as I know we can't get them all the way out yet just make them invisible. Until a workaround is figured out the best sugestion I can make is to not mess with these paticular items so when something is figured out you don;t have to loose whatever else you're working on to go back to a point when you still had them targetable. Link to comment Share on other sites More sharing options...
ElderBarrySirUp Posted December 2, 2011 Share Posted December 2, 2011 After Deleting some items in the Spire, such a bookshelves and mannequins, the they are invisible, but I can still activate them and have a barrier that I can't walk though. I have left the house, traveled, quit and restarted the game but nothing works. Any ideas? This has been an ongoing issue with some items. As far as I know we can't get them all the way out yet just make them invisible. Until a workaround is figured out the best sugestion I can make is to not mess with these paticular items so when something is figured out you don;t have to loose whatever else you're working on to go back to a point when you still had them targetable. Thank you. I will try to have the patience to wait. lol Link to comment Share on other sites More sharing options...
Chainsgore Posted December 2, 2011 Share Posted December 2, 2011 If you do you'll be a better man than me. I removed said Bookself from the upstairs bedroom. I know it's gonna come back and bite me in the ass eventually. Link to comment Share on other sites More sharing options...
ElderBarrySirUp Posted December 2, 2011 Share Posted December 2, 2011 If you do you'll be a better man than me. I removed said Bookself from the upstairs bedroom. I know it's gonna come back and bite me in the ass eventually. Ya I'm already having a hard time waiting Link to comment Share on other sites More sharing options...
Valmere Posted December 2, 2011 Share Posted December 2, 2011 I find this might be the best way, but I don't think it's actually possible to do anything largescale. You will always have to target an object to actually move or replace it, unless I'm understanding this wrong. For example, if I wanted to make a script to delete a wall and replace it with a different wall, I would need to script it to markfordelete the wall, then select the ground, create a wall, change the angle, then setpos.. and requiring a ton of individual selection of different objects and reference points. Is there a way to make this possible at all?That gave me another idea. Is it possible to use a refID in a command? like <refID>.markfordeleteOr something along those lines. If that was possible, we actually could use bat files to make houses. 1 bat would contain all of the needed disables/deletes from the vanilla housing, and then a second one to automatically add in new objects and use setpos to place them. Well, nevermind. It would then have to be able to target the newly created object in order for it to use setpos. Sooo only way this would work would be being able to specify the location of where to spawn the item. Might be possible with the script extender? There's still a whole month to wait before the CK is released >.> Link to comment Share on other sites More sharing options...
GoatfaceE3 Posted December 2, 2011 Share Posted December 2, 2011 OK I spent 4 hours last night playing around with Proudspire. I got placing and moving things around nailed. Place looks amazing, Although I do need to roll back tonight and do it again without deleting the upstairs bookshelf as I hate the ghosting version, because I too know I will regret it. Anyway, going forward and couple of questions. When in Console mode and i mouse an object it shows an ID, this ID doesnt work when I try to diuplicate that item in player.placeatme? Is there a way or a command to get the real ID of a selected item. I want to move some walls around. Ive got the lower floor ID from a prevous post in this thread but does anyone know what the wall ID is for the top floor, ie the same as the one most have removed to make open plan and also the ID for the walls on the middle floor. Again for the one that most remove to make it open. Do I need to set ownwed to all the new storage I place or is it owned already because its in my house. I need to find the post to remind me how to do that. Thx all, I love this thread !! Link to comment Share on other sites More sharing options...
Shawkab Posted December 2, 2011 Author Share Posted December 2, 2011 (edited) @ValmereI don't think this is possible unfortunately, there just isn't enough commands like that, Ideally ID.Markfordelete would work nice, as well as a ID.Placeatme and a Target.ID.. but we got none of those :( @GoatfaceE3 The only way I have found to get the ID of an Inworld item is to use FNVEdit, which is another program like TESsnip. Just put the ID of the item, and it will give you the REF of where that item is located in the game, as well as the name and ID of the actual object it is. @Tweeter85usn Only way to fix that is to delete them from TESsnip, or go all the way and place new ones and move them to where it is you wanted them. This console way of editing is a bit Barbaric unfortunately.. I deleted both my bookshelf cells completely by accident and had to edit them back in. Edited December 2, 2011 by Shawkab Link to comment Share on other sites More sharing options...
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