Edit properties of multiple objects simultaneously?

Post » Mon Nov 19, 2012 3:40 am

Hi, does anyone know if there is a way to edit the properties of multiple objects simultaneously? I'm guessing the answer is no, but I thought I'd ask before I embark on alternate solutions.

I foolishly duplicated a whole bunch of objects that I now realize will need the defaultDisableHavokOnLoad script, as well as the havokOnHit boolean set to false, and I cringe at the thought of editing each one to fix this.
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louise tagg
 
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Post » Sun Nov 18, 2012 9:18 pm

With Sublime Text 2 or N++, you can open them all and search/replace across the opened documents, then "Save All" (recompiling 'em all of course).

Edit: Or are the properties set to 'True' in plugin? Sorry if I'm misunderstanding.
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Gen Daley
 
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Post » Mon Nov 19, 2012 9:16 am

I'm not sure about the onHit Boolean but I never needed to add properties to defaultdisablehavokonload for it to work.
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Gemma Archer
 
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Post » Sun Nov 18, 2012 5:25 pm

@B1gBadDaddy: It was my understanding (from what I've read) that the havocOnHit boolean must be set to false (it is true by default) for a defaultDisableHavocOnLoad scripted object to not havoc on being hit.

@JustinOther: Not sure what you mean exactly. Basically I have a bunch of regular non-static objects placed. Being a noob I didn't realize offhand that they would havoc all over the place when I loaded the cell. My idea was that I would set them all to NOT havoc on hit, and script them all with defaultDisableHavocOnLoad.

If I could, I would search/replace them all with static versions and be done with it, however none of these objects have static versions.

However I think I've come across a better solution. I'm currently working on exporting the proper NIF files from the BSA, and creating new static version of these objects, which I can then (hopefully) search/replace over the non-static versions I currently have placed. This would save me having to pollute my mod with a whole bunch of scripts. I may be looking at a defeat though, if search/replace doesn't preserve position/rotation.

This is the procedure I'm working with: http://tesalliance.org/forums/index.php?/topic/4695-make-skyrim-nifs-non-movable-static/
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Roberta Obrien
 
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Post » Mon Nov 19, 2012 9:10 am

I'd imagine, when TES5Edit is available, you could filter for those objects in the plugin, select them all, change one REFR's property flags, then "Copy to selected" the whole script subrecord. Of course that does you no good right now, but TES5Edit is coming. Might be worth it to just wait. Then again, if you edit the NIFs you'd have not need the overrides to the REFRs unless replacing STAT REFRs with MSTTs. Are these items to be grabable? If so, you could go as far as to make them MISC forms instead and give them values/names/weights/etc.

Search/Replace from within the Render window will retain the items' positions, BTW :)

Sorry if I'm rambling.
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daniel royle
 
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Post » Mon Nov 19, 2012 7:37 am

Your first paragraph was mostly greek to me, but thanks for the input.

And yes I was apparently successful in my static creation and search/replace. Worked like a charm, saved me lots of reconfiguration time, cell-bloating, and I learned some stuff that's sure to be helpful in the future.
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Gavin boyce
 
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