Jump to content

[LE] Renovate your House with console


Shawkab

Recommended Posts

  • Replies 995
  • Created
  • Last Reply

Top Posters In This Topic

Still no answer to my problem on page 15 :ohdear: ... seems like no one else is having this issue tho. :ohdear:

 

Hmm is it blue like when you delete a wall and you can see outside where there is no cell loaded or some other kind of blue? Just wondering if its a graphics error that happens when you added the walls. Haven't had any problems with moving walls around my whiterun house, but I'll head out to the brotherhood and fool around to see if I can get it to do what you're talking about. I'm also wondering it's trying to reload the cell in the area your in with what was originally put in there and you additions are making it bug out. Just ideas for now, hopefully tonight I can get your problem and try and figure it out.

Link to comment
Share on other sites

Here is what im talking about;

 

See the wall,

 

http://i39.tinypic.com/2pzz3mf.png

 

Take one step forward,

 

http://i41.tinypic.com/igcd2t.png

 

And no, I don't have tcl or tfc on.

 

No matter what I do its like this with this one area, remove the walls and add new ones, its still the same.

 

EDIT: Its not that im going through the wall or anything, when i get NEAR the wall everything vanish's, if I keep walking forward I do bump into the wall.

Edited by twiz60
Link to comment
Share on other sites

Just wanted to say that placing your mannequins with commands works quite well actually followind these couple of steps:

 

player.placeatme 89a85 - to spawn your mannequin

tai - to "freeze" it in place removing his AI

getpos, setpos, getangle and setangle - to position him where you like it (if you do it before "tai" he will just walk back to where you spawned him).

 

And the tedious but only way to dress it up right now:

 

Each time you want to change what he is wearing click on him in the console and use the "openactorcontainer 1" command and give him the items you want him to equip. WAY faster than using additem or useitem(equipeitem? can't remember).

 

I know it was propably posted in another thread but I thought it would be best to have it here too as an easy step by step mini tutorial ;)

Link to comment
Share on other sites

I've been spawning torches, the equip-able / weapon kind, and using SetPos x,y,z to place it partially in a wall. They end up looking great and provide awesome light sources, but they are still an item so if I walk to close they get bumped from their location and fly off the wall. I had a couple placed and when they went flying it looked like a rave started.

 

I am unable to find the right sconce i think, the once i got ( 9151e) would not let me place a torch, do i have to use something like additem to do this?

Since you had problems with flying raveparty torches i was thinking about placing mine in a place where i seldom walk, thanks for the headsup on that regard by the way!

Link to comment
Share on other sites

anyone founds ID's for Banners?

 

**FYI. Banners cannot be removed, much light a bookshelf.**

 

There are banners, and they can be spawned. They are in a different category called Moveable Static (MSTT/MATT) But I didn't put them on my website because of how useless they are with console money, you cannot move them once they are placed because you can't even select them. (ex. FormID#D2009.) I figured until that is figured out it is kinda pointless putting them on page. You can try though.. best way is to go into flymode (TFC) and go directly into a wall where u want the flag. If you want more check FNVEdit or i might put them on website.

 

 

I have no idea why you're having problems with banners. I have not tried them all but the ones I tried work fine, can be placed, moved, deleted, etc. The ones that are listed as animated indeed move (as if affected by wind)

 

Dark Brotherhood Banner (animated) - b3439

Nightingale Banner Light Brown (animated) - b11df

Nightingale Banner Dark (animated) - b11e4

Thralmor Banner (not animated) - fed42

Skyrim Logo Banner (not animated) - c5699

 

Oh, and some people might find this tip helpful:

 

Since weapon plaques are often bugged and can't be spawned through console properly and it's therefore impossible to place shields/weapons on walls and have them stay, use the ones from loadscreen category. Those aren't equippable items but are statics and as such stay perfectly wherever you place them. Same goes for annoying items that won't keep their position (Bust of Grey Fox, anyone? I can't count the number of times I had to re-position that bloody thing; well, not anymore:)). Obviously not every piece of armor/weapon/misc exists in that category but a good deal of them do. For instance:

 

10fcce Daedric Helm

10fcd2 Elveln Helm

10fcd1 Ebony Helm

10d183 Stormocloak Helm

10cc42 Blades Helm

10fcd0 Draugr Helm

10cc3d Companions Helm

10cc32 Solitude Shield

10c6cd Elven Shield

10c6cc Daedric Shield

105c1f Ebony Greatsword

105c19 Elven Sword

 

Those are also good to use because this way you don't have to worry about disciplining yourself not to use gear you shouldn't have in the game:)

Edited by direborne
Link to comment
Share on other sites

Been following this thread pretty closely hoping for a breakthrough on placing mannequins and have yet to see some of the things Ive been messing with in here, so figured I would share. For clarification formID will refer to the id given from tesnip or the website and objectID will refer to the ingame ID when you click an object.

 

Commands of Interest

PRID objectID -this will place the objectID at the top of the command console as if you had clicked the object

haslinkedref -this will give a 1 true 0 false readout telling you if the object is linked to another, this pertains to mannequins and torch sconces but I don't understand it

getlinkedref -this will give the objectID of the object linked to the focused object

resetreference -this will delete all items in a mannequins inventory when focusing the mannequin

SV -this will show the variables of the papyrus scripts for objects with them, "script state" seems important to sconces

SetPV scriptvariable newvalue -this allows you to alter variables in the papyrus script this is somewhat important to weapon racks

 

Problems

PRID allows you to target objects you cannot see ...however if you dont know the objectID you are not able to do anything with it. Knowing an object is linked to another just seems to let you know you are screwed if you want it to work since I have found no way to link objects its not a papyrus thing since weapon racks refer to the placement object and are not considered linked with the commands. Mannequins are considered linked but do not reference thier placement object in the script. Getlinkedref will tell you the objectid of an invisible object that can be fouind in tesnip under refr, but doesnt appear on the website and is unnamed in tesnip and seems to have no function in game? So far I have found no way to get the objectID of a PLAYER placed invisible object meaning all this still doesnt allow me to put another mannequin in my house.

 

Good Stuff

EXISTING weapon racks and shield racks are movable and or removable following these steps

 

1. Target and focus the rack you wish to alter/remove

2. Use command SV

3. Copy the objectID after ActivatorRef_var

4. Use command PRID objectID

5. You are now focusing the invisible object that places the weapons move or delete it and it will still place the weapons correctly

 

Also if anyone knows a way or finds a way to get the objectID of player placed invisible objects we could place our own functional weapon racks by altering the papyrus scripts of the rack to reference the placement object.

 

Trial and Error

Mannequins are usually linked to an objectID next in the series so one of Windhelms is objectID 00102906 and is linked to 00102907 however another of them is wrong and it allowed me to completely delete the mannequin, which I believe has not been possible until now.

Turns out the mystery object refr IS NOT the activator object, in game there are 3 different objects that make up the mannequin. So how I found this is another mannequin is objectID 001028fd and its linked partner is 001028ff. I tried 001028fe and deleted it which removed the push E to use mannequin activator this did not remove the gear however. So it seems the mannequin is an npc linked to something that makes it equip whatever gear is placed most recently, and the switch to access its inventory. Placing a mannequin would require finding a way to target player placed invisible objects AND figuring out how to link objects I suspect

 

Torch sconces are linked to another of these unidentified refr objects, my problem with them is the bethesda placed sconces have a script state of either notorch or hastorch I cannot replicate this and its not a variable that can be altered with SetPV. I think this is as far as I can get since Ive never even used console commands before friday and im no programmer or anything.

Link to comment
Share on other sites

Here is what im talking about;

 

See the wall,

 

http://i39.tinypic.com/2pzz3mf.png

 

Take one step forward,

 

http://i41.tinypic.com/igcd2t.png

 

And no, I don't have tcl or tfc on.

 

No matter what I do its like this with this one area, remove the walls and add new ones, its still the same.

 

EDIT: Its not that im going through the wall or anything, when i get NEAR the wall everything vanish's, if I keep walking forward I do bump into the wall.

 

Open the console and click on the wall. Type "disable" and hit enter. Then type "enable" and hit enter and exit the console. The wall should slowly fade in if done right. I noticed the same problem when placing walls and that always fixed it for me.

 

In fact, I've found that it's always good to do a disable+enable whenever placing any item once you have it positioned correctly. This will also fix problem people are having with small shelves, some furniture, and display cases.

Edited by WGSXFrank
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...