Enabledisable objects with mass object highlighting viable?

Post » Tue Jul 29, 2014 8:21 am

So, this is more of a venting post really. I've had several mods made and not really a stranger to the ck, but maybe I'm just missing something that would

make my joy of modding that much more streamlined and exciting.

As I'm making my quest house type mod I get to a point and say to myself, "I think I'll make this more dynamic and have pieces enabled/disabled with the use of

a quest giver etc.." Much how it's done in the vanilla game when you talk to the steward to purchase house parts. So I'm looking around and go, man, okay let's get to work.

Now logically my mind goes to this, "I'll just select and highlight all these here like so, edit -> enable parent -> click reference -> there's the x-marker. and Done.. hmm but wait, what's this? Only one got selected and is showing as the child of the x-marker? Uh." Scratches head at this point.

Reality struck when I realized, the only way to select that x-marker as the parent would be to click on each individual piece, wait those split seconds for it to load, go to enable parent -> click reference in window -> click x-marker, done. THEN repeat for the other 200 or so objects. (Facepalm) That is one of the most awkward and non-effective ways to create. Something that in my logical thinking should take seconds to do, when it takes a monotonous several hours.

I could see if the fields, tabs were completely different, but they're the same, they should share some of that data when selecting. In another game I mod, when changing the properties of multiple selected objects, it changes it for all within seconds. Got spoiled on that.

Unless I am totally missing out on how to do this in a more effiecent way. If there is, I'm just not seeing it yet. If anyone has an insight on this, please feel free to share.

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barbara belmonte
 
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