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Moving many objects at once in the render window, but with coordinates


gob2

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So selecting a lot of objects in the render window, then moving them with the mouse, fine. Or hold "z" to move them up and down, etc. I'm interested in moving them as if I had right-clicked a single object, hit "edit", and then altered its coordinates in the 3D tab. Say, moving them all to x 1000 or z 10000, etc. Hitting the minus key in the render window gives you a lot of options, but I can't find that one.

 

You might rightly ask "why would you want to do this when you can select them in the cell window or render window and then drag them around?"

 

Well, I was looking at the FROST esp in the CK, and I noticed one of the ways things are hidden is to "sink" them by putting their z coordinate at -30000. Why is it done like this? I don't know, but I like it. I couldn't say why, I just do.

 

Anywho, thanks for reading.

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That kind of batch moving isn't possible I think. You could probably select them all, copy them, then delete them, go the area you want to place them and then use paste. It's just a guess though, and obviously save before doing that.

 

Also, using Z, X, C keys for axis restraint will still work for multiple selected objects, which is most likely how many things, you've seen are shoved below the ground.

Edited by Rasikko
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Well, I was looking at the FROST esp in the CK, and I noticed one of the ways things are hidden is to "sink" them by putting their z coordinate at -30000. Why is it done like this? I don't know, but I like it. I couldn't say why, I just do.

 

 

gob2, I think that's achieved by actually deleting stuff in CK, and then doing "undelete and disable" in FO4Edit, which moves those items to the weird coordinates in disabled state. I don't use that method myself, but I remember reading about it.

 

Personally, I create another layer in the cell, move the objects I want to disable into that layer, and then turn off the visibility of that layer. This way, if I want to go back and have a look at the disabled vanilla items at their original coordinates, I can do so by turning on the visibility. I think it is always good to be able to check how the vanilla stuff was done, just in case you need to troubleshoot things later.

 

As for your main question, yeah, that feature would be handy to have, wouldn't it? I couldn't find a way to do that, either. :-/

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Personally, I create another layer in the cell, move the objects I want to disable into that layer, and then turn off the visibility of that layer. This way, if I want to go back and have a look at the disabled vanilla items at their original coordinates, I can do so by turning on the visibility. I think it is always good to be able to check how the vanilla stuff was done, just in case you need to troubleshoot things later.

 

 

*that face when someone points out you've been driving with the parking brake on*

 

I knew that. I totally knew that. I was just testing you, yeah.

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*that face when someone points out you've been driving with the parking brake on*

Â

I knew that. I totally knew that. I was just testing you, yeah.

 

Learning is fun. Before I figured out the batch command i spent hours upon hours manually dragging and disabling trash clumps and stuff..

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-30,000 z is a bad idea! It can an will reek havok with the havok engine! (Pun Intended!)

 

-30,000 z is outside of the cell boundaries and can cause the JUNKNADO we had seen in other games like FO4 and NV where all object outside of the cell bounds will spawn a 0,0 in the cell. Causing the player to be pummeled with clutter, statics and other objects.

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-30,000 z is a bad idea! It can an will reek havok with the havok engine! (Pun Intended!)Â

Â

-30,000 z is outside of the cell boundaries and can cause the JUNKNADO we had seen in other games like FO4 and NV where all object outside of the cell bounds will spawn a 0,0 in the cell. Causing the player to be pummeled with clutter, statics and other objects.Â

Well, Thanks for that drop of knowledge,I figured there was such a thing as "too far down" but it's good to know for sure.

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It's definitely true in NV and F3, the bounds for a cell can't exceed 28000 units in any particular direction combined. I am not sure if Creation Engine has this Havok issue, would have to test it but I don't mod it. I've actually talked to Elminster and Arthmoor about why this was ever implemented and it was done so purely because of moving stuff out of the way in CKIT and has 0 to do with cleaning.

 

You can turn on snaps and set the minimum movement and move a load of objects at once to any distance you set as the snap.

 

Additionally disabling objects has 0 effect on rendering, it's a common myth. It breaks precombined in F4 though.

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