Note that I'd rather the player NOT be able to pick up or even move the objects in these rooms.
I have two paths I'm currently torn between, and I'd love if someone with more experience (I haven't worked with this engine type since Morrowind) could answer some questions or recommend another way to handle things altogether.
- Place the items in one room, and then link each one to an invisible XMarker as an "enable parent." This strikes me as the easiest solution for quick on/off control, but here's the problem: is there a way to make these objects move relative to said XMarker, as well? Like, if group A was located in room 1, but I wanted them to show up in room 2 and knew the relative x/y/z coordinates, is there a quick-and-easy way to move them over? My current best bet is to store a moveX/y/z variable in the enable parent, then have every single object run the same "move this" script when enabled, but the overhead there seems excessive. I could also duplicate everything for each of the several (5, most likely) rooms, but that's an inelegant solution.
- Combine the objects into a static collection, and just enable/disable/move them directly at once. I'm unsure how well SCOLs work in NV, as they don't seem used very often and the wiki seems to hint that they're deprecated. Plus, as I understand it, non-static objects can't be part of an SCOL - how hard is it to convert random clutter from havok-able objects to simple statics? Will there be collision or lighting problems, having the clutter in a room all be part of the same collection?
Thanks in advance for any insight you can provide.
