Enabling previously Disabled objects

Post » Fri Jan 15, 2016 9:14 pm

If I disabled two Objects using the console command disable, can I enable them again? Or am I limited to just the last object I disabled?



Thanks in advance!

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MarilĂș
 
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Post » Sat Jan 16, 2016 3:37 am

if you're desperate enough, you can load an earlier save without the first object disabled, look up the ref and get back to your current game....

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JERMAINE VIDAURRI
 
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Post » Sat Jan 16, 2016 5:52 am

True enough, but I was wondering if there was any other way? I'm basically talking about walls I removed. Not ones I created, but ones already in the game.

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josh evans
 
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Post » Sat Jan 16, 2016 1:55 am

No other way that I know of. Go back to an earlier save, click on the item, write down the ID. Go back to your current save, enter 'prid ID' without the quotes then 'enable'. Should bring it back.

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CORY
 
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Post » Sat Jan 16, 2016 9:26 am

You, my friend, are a genius! Prid worked like a charm.



I am using the disable to temporarily remove walls to allow me to put new floor down in damaged houses of settlements.


Cover old floor with new and then enable again walls that were preventing me from put the floor sections down.



Thanks so much!!

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christelle047
 
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Post » Fri Jan 15, 2016 9:09 pm

Sounds like you could use the precise object placement and rotating mod. https://www.youtube.com/watch?v=KL2OmN9sXLY
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Greg Swan
 
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Post » Sat Jan 16, 2016 11:02 am

modpos x, y and z, Moves the object in the 3 axis.


getpos x, y and z, Gets the position of an object.


getangle z, see the starting angle of an object


setangle z, Starting from an angle of 0, 90 or 270 is a dream for building.


tcl (turn collision off/on) search youtube for a visual on how to make this one work as there are a few steps to take.


tgm (toggle god mode) A never ending supply of all building materials but no exp for building.



These are the most useful consul commands for building that Settlement to your precise needs. A floor piece (lge) has a measurement of 256 so to move it exactly 1 piece over in the x or y axis you would open up the consul, click on the object you want to move (it's id number will show on the consul) and put in "modpos x 256" to move it in that direction 1 complete unit, to move it in the opposite direction you would use modpos x -256. Walls have a height of iirc 224 and the same width as the floors (256) and can be raised/lowered with modpos z 224 or -224 for lowering. modpos ignores clipping so there is no trouble there, tlc is handy for inside buildings to place stuff when it normally wouldn't snap into position and is good for walking up into the sky and getting a birds eye view of what you have done :P



It can be a little time consuming at first, but once you get used to it, and the sizes of the objects, then building becomes very easy. Being able to place that first part in exactly the right place at the right height and angle to enable all following to snap into place will infact save you time in the long run :)

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luke trodden
 
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Post » Sat Jan 16, 2016 2:52 am

The http://www.nexusmods.com/fallout4/mods/3615/? does that for you so you don't have to type in. All you have to do is press the keys on your Num pad to move and rotate objects.

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brenden casey
 
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Post » Sat Jan 16, 2016 2:30 am


But it requires AutoHotkey and some people may prefer to not use that.

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BlackaneseB
 
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Post » Sat Jan 16, 2016 5:30 am

We'll for me PERFECTION IS NON NEGOTIABLE. I don't think I want to go back to normal settlement building. If you are willing to get that program, it's well worth it when it comes to what you can achieve with your settlements. I can finally fix those blasted roofs on various houses!
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Reven Lord
 
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Post » Sat Jan 16, 2016 6:33 am

Thanks a lot guys, you're awesome! Heading back to the game to start building. =)

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Ashley Campos
 
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Post » Sat Jan 16, 2016 5:30 am


For me neither. Using the console with modpos and setangle works. So there's not really a must to use Autohotkey and that mod to get precise object placement.



I prefer to have only F4SE. Autohotkey is far from perfect. It tends to "hang" and/or "spam" key presses.

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Stay-C
 
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Post » Fri Jan 15, 2016 11:57 pm

I just wish I could disable certain objects that aren't selectable in the console.



There are a couple small tables in Covenant that drive me crazy because I can't get rid of them. Trying to select them in the console returns something like:



Picked a NON REF AV Object: "



And I can't do anything with it. Can't move it, can't delete it ... it's just there, in the way and obstructing my attempts to set up my settlement as I like. The same goes for rubble and debris. I know there are a couple mods out there that supposedly allow such things to be cleaned up, but I've so far stuck to only the most simple mods, and only those made with FOEdit ... or texture replacers.

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Carlitos Avila
 
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Post » Fri Jan 15, 2016 11:00 pm

every object that has visible 3d and is not part of the landscape (= the floor) is selectable in the console.


it's just sometimes hard to hit them.



to give you an example, say there was some fog where your tables are, that fog can technically be an object you stand inside of or is between you and the landscape, so if you try to click your table, you'll always get that.



if you get "none object", you either clicked landscape or sky, or you clicked twice, you'll get "none" for every second click so you can easier apply tcl etc



in cases like this, use tfc ("toggle free camera"), move your view as close in to the object as possible and try again.


(there's also a command for free camera's movement speed, stg like "setfreecameramovementspeed" iirc, too lazy to look it up :-)

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Blaine
 
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