Need new item using existing art

Post » Wed Jul 27, 2011 1:51 pm

I knew how to do this nine years ago, when the game first came out....

I need to take existing baskets and urns in a mod I made long ago and recreate them as unique items with the same physical appearance (using the existing art), but increasing their weight, so they hold more.

Now, I remember enough to open my mod and increase the weight values for unique containers made long ago, but I've also got all these stock containers I need to beef up. I can't remember how I did it before. I hope I can do it without having to physically place each new item.

Use it or lose it, as they say.

This is an example of something I need to change. This urn is in a house I built. I want to change this container to one that holds several thousand pounds of junk. Can I do it just by changing the ID field, or do I need to create an entirely new urn using the NIF associated with the old urn, and manually place it in space?

[img]http://i3.photobucket.com/albums/y71/teh-roxxors/container.jpg[/img]
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kitten maciver
 
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Post » Wed Jul 27, 2011 8:53 am

For the stock containers, you can change the weight of the container, but it will affect all containers. You can safely change the ID and it will ask you if you want to create a new object. Choose yes, and you will have a new object with the same art. To replace the object, go to Edit>Search & Replace. No manual placing necessary.
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Stephani Silva
 
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Post » Wed Jul 27, 2011 7:02 am

Go to the urn in the construction set render window, double click it to bring up the object's window. Change the weight to what you want. If you just save and close at that point all urns with that object ID will be changed to the new values (I assume the urn has an id unique to your mod). Or change the object ID and click create new object when prompted at the save to change just that urn.

[EDIT] Ninja'd... Ah well his answer is better anyway.
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Big mike
 
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Post » Wed Jul 27, 2011 12:21 pm

Thanks, guys.

I used to know this inside and out, but I've not really messed with it after making this little mod years ago, so I'm really starting over.

How do you toggle the display of lights?

How do you move an object along the vertical axis?

Can you constrain rotation angles to better align objects with walls?
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Code Affinity
 
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Post » Wed Jul 27, 2011 7:28 pm

The help file should list this, or if not a good tutorial would.

Lights can be toggled with the little button that tries to look like a light bulb, or the A key.

Pressing X, Y, or Z before moving an object constrains it to that axis. It's the same with rotating.

In my experience, rotating can be tricky on the X and Y axes. You can double click an object and change the rotation data more finely.

Pressing B shows borders. I don't think there is a GUI button for that. It's only for exteriors though.

Oh, and don't worry about forgetting. I work on my mods on and off, so I tend to forget how to script.

Edit: Just to say that the L key shows you the radius of the lights also.
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Angus Poole
 
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Post » Wed Jul 27, 2011 3:25 pm

Hey, thanks, man! You guys rock!
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Nichola Haynes
 
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Post » Wed Jul 27, 2011 10:42 pm

OK, I was able to place a couple new chests with your help. Thanks again.

One thing that's really giving me a hard time: Selecting an object I've already stuck inside a light, or put a light on top of. In the render window, I'm only able to grab the closest item, so when something is inside one of those light bulbs, I can't grab it. That's why I was asking how to disable the display of light sources earlier. Is there a way to toggle through items in the render window?

Back in the day, we were all struggling with how to create mannequins to show off suits of armor. I know some guys figured it out,eventually, but I never did. Can you place a creature as a static item, so it doesn't move at all? Or do you have to use a mannequin mod of some sort?

Yeah, and how do you make an item static, so you can't pick it up? I forgot....
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natalie mccormick
 
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Post » Wed Jul 27, 2011 5:33 pm

You can select objects in a cell by going to the cell view window and finding it in there and double clicking it. About all you can do at that point though is delete it. To move it its easier to just move the light and then put it back when you're finished.

To make a mannequin, a simple version is to use a NPC, set health to 0 then write a very short script that uses the "Skipanim" function. then attach the script to the NPC.

You can make a static item in the object window, right the "static" tab and then choose NEW. Then you have to browse to the object art after you create a unique object ID and set the properties for your new object. If your object already exists as say, an activator, the activator windo will show you the path to the art, and all you have to do is set that same path on your new objects art button.Alternatively, you can left click the static tab, scroll down till you find an object like what you want to make and just change the object ID.
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Bigze Stacks
 
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