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[LE] Making objects static and immovable on a large scale (question)


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Hi,

I've never tampered with a CK for any Bethesda game, but have considered downloading the CK to try and alter the properties of some items.

To be clear, I have very little knowledge of the proper terminology for this sort of stuff, so go easy on me; I may use the improper term for something here, but I hope that you will still be able to understand what I am talking about.

QUESTION:

Is it possible to modify the properties of an object on a massive scale, in particular making all wheel barrows within the game static, immovable objects.

The reason behind this is I get very, very, very annoyed when a follower bumps one of these; Even a slight movement of it drives me up the wall and I have spent at times, half an hour reloading saves to ensure that they do not bump them. I understand that this is very silly, and probably something I need to simply get over, but if I could fix it, that would be nice.

So at brass tacks, can I select every instance of the wheel barrow entity in every cell in the game, and set it to be a static object, WITHOUT meticulously going through every single entity, finding them, and making them static. (Some sort of function where I could select the base ID for the wheel barrow [or all of them if they have separate base IDs [[i am assuming they do because that would make sense, it's just like dropping 30 of the same sword, they're all the same]]]

FURTHER, is there a way to do this via console? I'm thinking that if there is a way to make an object static, then I should be able to simply select a wheel barrow or prid it, and apply the command to it.

Per mods, I do have Jaxonz & Staticify, but I don't think they would allow me to do a mass selection of a SINGLE object (I know Jaxonz has a function to make all objects in a cell static, and I use that a bit, but I don't think I can make all of one object static).

Any help on this is appreciated, and I do apologize if this seems like somewhat of a weird question; It is simply something that irks me greatly.

Thank you,

-GB

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If you identify all the Form IDs of the wheelbarrow base objects (not the actual object references), and I would think there would'nt be that many, then you should be able to use xEdit to simply replace the form type (MovableStatic) with the Static form type. It would be far easier to do this in xEdit than in CC. Also, doing it this way, you are changing the base object without editing directly in any cells, so it won't cause conflicts with any mods that edit the same cells.

 

I can't remember exactly how to do this edit, but probably, if you select each base object in xEdit, the form type should be displayed in the info on the right side of the screen, and you simply click on the form type field and pick the Static type from a drop-list, then close xEdit to save the mod.

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If you identify all the Form IDs of the wheelbarrow base objects (not the actual object references), and I would think there would'nt be that many, then you should be able to use xEdit to simply replace the form type (MovableStatic) with the Static form type. It would be far easier to do this in xEdit than in CC. Also, doing it this way, you are changing the base object without editing directly in any cells, so it won't cause conflicts with any mods that edit the same cells.

 

I can't remember exactly how to do this edit, but probably, if you select each base object in xEdit, the form type should be displayed in the info on the right side of the screen, and you simply click on the form type field and pick the Static type from a drop-list, then close xEdit to save the mod.

Thank you for your response,

 

I believe I have figured out how to do this, but there is one thing that is slightly worrying to me; You said to save the mod at the end there.

 

Should I be creating a separate file that will edit the in game objects that way, or should I simply be modifying the Skyrim.esm file? I really, really have no clue as to how to actually make a mod, I'm assuming I can find that somewhat easily via Google, but should I be creating a separate .something (Not even going to try and assume the file extension for this sort of thing) and modifying that via xEdit, or just messing with the Skyrim.esm?

 

Sorry for the confusion.

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Hey, you should be making a mod, esp for this purpose. You should never edit the Skyrim.esm as that could cause a lot of problems. To make an esp, you need to install the Creation Kit. After installing, open the creation kit, click on File Data, then double click the Skyrim.esm option at the top so it's box is checked, then click OK. Click Yes To All to all the warnings when it's loading. After the creation kit is loaded, click File Save, and name your esp whatever you like. Then you can open xEdit to edit your esp.

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