Jump to content

Couple Qs re: disabling/deleting static objects in the CK


kevkiev

Recommended Posts

I'm editing a Sanctuary mod to disable some clutter before I regenerate precombines/previs. I'm seeing things in the CK that seem different than what I've seen in the FNV CK, with which I have way more experience (tho maybe that's not sayin' much) and I just wanna make sure I'm not screwing things up.

 

Here's a couple screen shots from the CK so you know what I'm talking about:

 

b4cvxRo.jpgj84qFP6.jpg

 

 

As an fyi, when editing objects I usually create new forms by editing the base id, so I can see my edits better in the CK and FO4Edit, so that's what I did for each instance of that ceiling lamp. (E.G. change to 00kevCeilingLamp01short, 00kev1CeilingLamp01short etc.) Probably irrelevant info but, anyways...

 

My Q's:

 

1. After creating a new form, I disabled the object by checking off the "Initially Disabled" and "Hidden from Local Map" boxes, and unchecking the "Respawns" box. This seems to work, as the objects disappear in-game, but I don't recall dealing with the Respawns flag in the FNV CK (aside from NPCs) so I'm not sure whether I should be changing that flag or not. Does it matter?

 

2. Am I correct in thinking that initially disabling and hiding from local map is better practice than simply deleting the object?

 

2. I expected to see x, y and z coordinates, as I was planning to also change the z # to move the objects under the ground but, as shown in the images, there are none. Again, the objects don't appear in game by initially disabling and hiding from map, so I don't think that matters. (I actually seem to recall seeing certain objects like that in the FONV CK.) Is there anything special about objects that don't have xyz coordinates or does that not matter for what I'm doing?

 

Thanks

Link to comment
Share on other sites

The XYZ coordinates are in another "tab" in the "Reference" window.

Do you see the two little arrows? You can click on them to "scroll" through the differnet tabs of the "reference" window. There is a tab called "3D data", there you will find the XYZ coordinates, the rotation and scale of the object.

I am also new to modding Fallout 4 (I have some experience with Skyrim).

Why do you think that you can't simply delete something if you don't like it? I would just remove it, but I'm a noob too ...

Link to comment
Share on other sites

Never delete vanilla refs! If someone's game references something you've deleted it's likely to CTD. Set items you don't wan't to initially disabled, and optionally move them below ground/floor level to get them out of your way.

 

There are a bunch of other tabs in the ref window that you can access by clicking the two little arrows in the top right corner (see my screenshot below)

 

 

dUPpA1N.jpg

 

 

The 3D Data tab is the first one (keep clicking the left arrow until you get to it). You're better off leaving the Respawn flagged checked for static items. Uncheck it for lootable items you don't want to respawn.

 

More info: https://www.creationkit.com/index.php?title=Reference

Link to comment
Share on other sites

Awright, good stuff. Thanks very much.

 

Damn, missing the 3d Data tab was a total brain fart. I thought I'd clicked the left and right arrow to scan all the tabs, but apparently did only the right one so missed everything to the left. Yikes...

Link to comment
Share on other sites

If you are planning on making those removed things initially disabled and move them down below the worldspace, you can always do it the lazy way: delete them in the CK, then clean the mod in FO4Edit, which will perform the "Undelete and Disable references" action. This removes the deleted flag, marks the previously deleted objects as initially disabled, linked to the player reference*, and set the z value to -30,000 (by default, you can change it to whatever you want in the options).

 

But make sure you don't release it with deleted references, as RedRocketTV said that will cause CtDs if another mod loading after yours tries to edit those REFRs.

 

*in a way that they can only be re-enabled if the player doesn't exist. This will prevent something else from accidentally enabling them

Link to comment
Share on other sites

Thanks for all the comments. One of my biggest enemies is that I forget all the little shortcuts if I'm away from the CK for too long. The e-key shortcut deadbeetftffn mentioned for example. And thanks for the reminder of FO4Edit's cleaning function VlitS, I had actually discovered that accidentally ages ago when I overhauled Breezehome and deleted/replaced a bunch of objects that were part of the house upgrades. (Was for personal use, so I didn't really care if it was messy but still functional.) I stumbled upon that z-axis repositioning when I cleaned the esp in xEdit. Glad to hear that's still a thing with FO4/FO4 Edit (though I guess it stands to reason), and that it doesn't depend on whether or not the objects have been linked (e.g. the Breezehome upgrades and their relevant x-marker) - I wasn't sure about that.

 

Totally off topic but, man, (re) learned how easily something gets baked into a save. Was almost finished the house-interior part of my Sanctuary cleanup when I went in-game to see what was what and one of the houses still had an HVAC that I'd disabled. Went back to a save just before leaving the vault and, voila, the HVAC unit was gone. We're talking the HVAC being baked-in by maybe the 2nd or 3rd save after that one. Ran into that same issue with my Breezehome mod.

 

Not sure if I'll ever release this mod but, yup, I'm going to be really careful just in case I do. Maybe, although it'll be a mashup of 3 different mods - a Sanctuary cleanup, Killroyics Sanctuary bridge, and Jenn Cave's Red Rocket (I'll probably use an older version of the RR that just happens to use VlitS' RR mesh - haven't merged that part yet, but that's the plan anyways). Aside from permissions, I've always had a bit of a problem with the Sanctuary mod and don't want to publish something that's kinda quirky. That mod repairs all the roofs and cleans up some of the major garbage but, once every maybe 7 or so visits to Sanctuary, one (and only 1) of the 9 houses reverts to it's raggedy vanilla state. Have to quit and restart to fix it. Not sure if it's a mod conflict, a problem with the original mod, something weird in my current game, or a previs issue. But if I can get that working, find time to play long enough to make sure it is, and get all the relevant permissions, then yeah, I might publish it. I think there might be some other players who'd like something like that with all the previs/precombines fixed up.

Link to comment
Share on other sites

That's why you never save if you are testing something. Always use the "coc" command to get to a location and "qqq" to exit the game.

At least that's what I do. But what do I know, I still delete references :laugh:

And the solution for the "forgetting CK stuff when away" problem is simple: Sleep only a few hours, work a part-time job (so you have time) and spend as much time as possible modding the game!

At least that's what I do!

Link to comment
Share on other sites

That's why you never save if you are testing something. Always use the "coc" command to get to a location and "qqq" to exit the game.

At least that's what I do. But what do I know, I still delete references :laugh:

And the solution for the "forgetting CK stuff when away" problem is simple: Sleep only a few hours, work a part-time job (so you have time) and spend as much time as possible modding the game!

At least that's what I do!

 

Damn... I had a feeling that all that sleep and other life stuff was just mucking things up. I've been a fool!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...