Don't Delete That Vanilla Item!

Post » Thu Jun 21, 2012 3:50 am

I am working on a mod where one of the vanilla wall kit pieces is going to be replaced with a wall kit piece with a door. Knowing that deleted vanilla items can cause corruption would I be able to replace a vanilla item with another. Any opinions on this?

After replacing the object I checked in the data/properties listing and didnt have any object showing as being deleted. Just changed.

Can vanilla items be replaced with another object in the exact same place or does the original need to be moved or disabled and then a new object placed?

Notable is that the wall piece in question will always be enabled but it will just be a different kit piece.


Regards
L
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Calum Campbell
 
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Post » Thu Jun 21, 2012 4:18 am

Don't delete it.
The best practice is the disable and move trick.
Edit the original piece in the render window. Tick disabled and set the z value to -10000 or so. Then replace it with whatever piece you want to use.
It shouldn't be visible in the ck when you're working in the render window.
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Ricky Meehan
 
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Post » Wed Jun 20, 2012 3:13 pm

Don't delete it.
The best practice is the disable and move trick.
Edit the original piece in the render window. Tick disabled and set the z value to -10000 or so. Then replace it with whatever piece you want to use.
It shouldn't be visible in the ck when you're working in the render window.

I don't think I explained it right to begin with. I can't move it way off to -10000 because it will be visible and enabled until a certain point in the quest. At wich time it will be disabled and replaced with the same kit piece only the variation that has a door opening. I guess I will just have to set them both at the same place and just start one disabled and at the right time do an enable on the new one and disable on the old one.

I was just curious why the CK didn't report the item as being deleted when I used CTR-F and replaced it with another kit piece. Usually it shows that the record was deleted but it didnt when it was just replaced.


thanks
L
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Batricia Alele
 
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Post » Wed Jun 20, 2012 6:15 pm

Merely disabling won't always work. If the REFR is saved as enabled, ticking the "Initially Disabled' flag won't work. Instead, like *Edit does, set http://i.imgur.com/Pw8vV.png. That will always work since the player is persistent and is never disabled. If its presence in the render window is a problem, set its scale to 0.
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An Lor
 
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Post » Thu Jun 21, 2012 5:30 am

Wouldn't you be able to just put the two pieces in the same place and disable one while enabling the other?
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Yvonne
 
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Post » Wed Jun 20, 2012 8:07 pm

Merely disabling won't always work. If the REFR is saved as enabled, ticking the "Initially Disabled' flag won't work. Instead, like *Edit does, set http://i.imgur.com/Pw8vV.png. That will always work since the player is persistent and is never disabled. If its presence in the render window is a problem, set its scale to 0.

Yes that is the best way to do it but I want the object to be enabled to start the game and disabled at a certain stage of the quest but I dont know how I can conditionally set the enable parent. So when the player hits the point in the quest the objects dissappear in front of them and never return. Will "Object.Disable()" ensure that it will never return?
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Sarah Unwin
 
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Post » Thu Jun 21, 2012 1:41 am

Set the new, main item as the enable parent of everything you want to appear/disappear and have it "Initially Disabled". Stuff you want to appear when it is enabled should have it as the enable parent just like the stuff you want gone, the only difference being the "Set enable state to opposite of parent" flag should only be ticked for the stuff you want to vanish. Then, YourParentREFR.Enable() will make the whole transition happen.
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Michelle Serenity Boss
 
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Post » Wed Jun 20, 2012 8:47 pm

Set the new, main item as the enable parent of everything you want to appear/disappear and have it "Initially Disabled". Stuff you want to appear when it is enabled should have it as the enable parent just like the stuff you want gone, the only difference being the "Set enable state to opposite of parent" flag should only be ticked for the stuff you want to vanish. Then, YourParentREFR.Enable() will make the whole transition happen.

That does look like the easy straight forward way to do it.

Thanks
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leigh stewart
 
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