Modding question: relabeling containers
- fable
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Modding question: relabeling containers
I'm using a housing mod that has 39 containers all labeled "container." I'd llike customize their labels, a bit.
In TESCS, they appear as the same basic container, with a 39 count. I can see no way that I can separate them out individually for labeling. How would I go about doing this, assuming it's possible?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
You have to create a new container for each of your "labels" and then replace each of them with the new ones.
Double click the container in the container tab, and enter a new ID and the name you want it to have. Click save, and then "Yes" when it asks if you want to create a new object.
Now you need to replace the old container with this new one. To keep the exact same position, go to the cell and select the container (or containers), then use "Search and replace" (in the edit menu) to replace the selection with the new one.
I hope that helps.
Double click the container in the container tab, and enter a new ID and the name you want it to have. Click save, and then "Yes" when it asks if you want to create a new object.
Now you need to replace the old container with this new one. To keep the exact same position, go to the cell and select the container (or containers), then use "Search and replace" (in the edit menu) to replace the selection with the new one.
I hope that helps.
- ch85us2001
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No, he shouldnt have to do that (if I understand him right)
Now, is what your trying to do is change the name to something less generic than container, based on contents, and type?
Basically, go into where the containers are, double click on them, read what contents are in there, and rename it in the name box as you please. No new id's needed.
If I misunderstood, please inform me.
Now, is what your trying to do is change the name to something less generic than container, based on contents, and type?
Basically, go into where the containers are, double click on them, read what contents are in there, and rename it in the name box as you please. No new id's needed.
If I misunderstood, please inform me.
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- fable
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[QUOTE=ch85us2001]No, he shouldnt have to do that (if I understand him right)
Now, is what your trying to do is change the name to something less generic than container, based on contents, and type?
[/QUOTE]
Unfortumately, Timian is correct.
The house mod in question is great in some respects, but completely unimaginative when it came to providing storage. All are the same size and appearance, and all a generic one.
Now, is what your trying to do is change the name to something less generic than container, based on contents, and type?
[/QUOTE]
Unfortumately, Timian is correct.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
[QUOTE=ch85us2001]
Basically, go into where the containers are, double click on them, read what contents are in there, and rename it in the name box as you please. No new id's needed.
[/QUOTE]
1 container id = 1 name, so if you use that method all 39 instances of the renamed container will still have the same name.
I'd love to know if there's an easier solution however. I wanted to do something similar recently, but abandoned it as it was too much work for very little gain.
What house mod are you using btw?
edit:
Sigh, I just thought of something after reading chu's post and tried in the cs
You can double click each container, give it a new ID *and* a new name. Save and click yes to create a new object. I didn't realize it was so easy, so I'm sorry to have given such a misleading explanation.
Now, I'll go and fix the mod I gave up on earlier
Basically, go into where the containers are, double click on them, read what contents are in there, and rename it in the name box as you please. No new id's needed.
[/QUOTE]
1 container id = 1 name, so if you use that method all 39 instances of the renamed container will still have the same name.
I'd love to know if there's an easier solution however. I wanted to do something similar recently, but abandoned it as it was too much work for very little gain.
What house mod are you using btw?
edit:
Sigh, I just thought of something after reading chu's post and tried in the cs
You can double click each container, give it a new ID *and* a new name. Save and click yes to create a new object. I didn't realize it was so easy, so I'm sorry to have given such a misleading explanation.
Now, I'll go and fix the mod I gave up on earlier
- fable
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Zelda Estate Renovation. It apparently has nothing to do with anime or games, but is a recent renovation, with permission, by a second modder who thought it had possibilities. Did some very nice things with it, too. Planning on putting in a library sorter, something I've never seen before.timian wrote:What house mod are you using btw?
No problem. I've never done this, however. How do I get to view a specific instance of each of these containers in TESCS?You can double click each container, give it a new ID *and* a new name. Save and click yes to create a new object. I didn't realize it was so easy, so I'm sorry to have given such a misleading explanation.
Second, can I save my changes to the original without causing doubling or nasty GMST's?
Third, will I lose any items in that ESP file now?
Thanks.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
[QUOTE=fable]Zelda Estate Renovation.
[/QUOTE]
I've just seen the screenshots on PES. It looks really nice, so I'm tempted to try it. If I spent less time downloading and organizing my mods, I might manage to play a character past level 5 someday
[QUOTE=fable]
How do I get to view a specific instance of each of these containers in TESCS?
[/QUOTE]
If you've never used the cs before, it can be difficult to "navigate" in the render window, so you should probably look up a tutorial for the different keys to move, zoom, etc.
I'll try to explain, but keep in mind that I've never made a mod in my life, only tweaked the ones I've downloaded.
Find and select the cell with the containers in the "cell view" window. In the list on the right side of same window, find one of the containers and double click it. The cell will load in the render window and center on the container. Now if you double click the container in the render window you can give it a new id and name, and save.
[QUOTE=fable]
Second, can I save my changes to the original without causing doubling or nasty GMST's?
[/QUOTE]
The evil GMST are saved to the .esp if you have one or both expansions installed, but make a mod dependent only on MW.esm. On PES it says it's requires TB and BM so it shouldn't be a problem.
[QUOTE=fable]
Third, will I lose any items in that ESP file now?
[/QUOTE]
I suppose you'll lose items if you already put them in the containers you want to replace
[/QUOTE]
I've just seen the screenshots on PES. It looks really nice, so I'm tempted to try it. If I spent less time downloading and organizing my mods, I might manage to play a character past level 5 someday
[QUOTE=fable]
How do I get to view a specific instance of each of these containers in TESCS?
[/QUOTE]
If you've never used the cs before, it can be difficult to "navigate" in the render window, so you should probably look up a tutorial for the different keys to move, zoom, etc.
I'll try to explain, but keep in mind that I've never made a mod in my life, only tweaked the ones I've downloaded.
Find and select the cell with the containers in the "cell view" window. In the list on the right side of same window, find one of the containers and double click it. The cell will load in the render window and center on the container. Now if you double click the container in the render window you can give it a new id and name, and save.
[QUOTE=fable]
Second, can I save my changes to the original without causing doubling or nasty GMST's?
[/QUOTE]
The evil GMST are saved to the .esp if you have one or both expansions installed, but make a mod dependent only on MW.esm. On PES it says it's requires TB and BM so it shouldn't be a problem.
[QUOTE=fable]
Third, will I lose any items in that ESP file now?
[/QUOTE]
I suppose you'll lose items if you already put them in the containers you want to replace
- fable
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I know what you mean. I regularly scour various locations for mods that sound especially appetizing, and I've got 160 running, now. (But roughly 60 of those are in 6 ESPs I made.) I'm rather proud of this silly little feat, as it's the first thing I've done in the construction set.timian wrote:I've just seen the screenshots on PES. It looks really nice, so I'm tempted to try it. If I spent less time downloading and organizing my mods, I might manage to play a character past level 5 someday![]()
EDIT: Well, now, this is odd. I did as you suggested, and it definitely took--in TESCS. But when I load in the mod and the game, each container is still labeled "Cupboard," and each still bears the original ID number that I changed. Left the game, checked the ESP, and it has my changed ID numbers and Name. Went back in, again: same series of items with one ID, all marked Cupboard.Find and select the cell with the containers in the "cell view" window. In the list on the right side of same window, find one of the containers and double click it. The cell will load in the render window and center on the container. Now if you double click the container in the render window you can give it a new id and name, and save.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
I didn't think of that... The old values are stored in the save game, which is loaded after the mod and overrides the new values.
You could try to clean the save with Wrye Mash. It's [url="http://wrye.ufrealms.net/"]here[/url] if you don't know about it already. It can be a bit complicated at first, but I've found it's worth learning to use.
If that doesn't work, perhaps loading the old save and create a new save without the mod, and then clean the save, could work ?
I can't give any other advice, since I'm really in the process of learning to use the CS myself. I've noticed sometimes editing a mod in the middle of a game works at once, and other times things like this happens
You could try to clean the save with Wrye Mash. It's [url="http://wrye.ufrealms.net/"]here[/url] if you don't know about it already. It can be a bit complicated at first, but I've found it's worth learning to use.
If that doesn't work, perhaps loading the old save and create a new save without the mod, and then clean the save, could work ?
I can't give any other advice, since I'm really in the process of learning to use the CS myself. I've noticed sometimes editing a mod in the middle of a game works at once, and other times things like this happens
- fable
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[QUOTE=timian]If that doesn't work, perhaps loading the old save and create a new save without the mod, and then clean the save, could work ?
([/QUOTE]
That worked.
Thanks!
([/QUOTE]
That worked.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- fable
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Another problem, same mod:
I converted all the master-level alchemy pieces to apprentice-level at the start to give myself a bit more of a challenge. When I got enough cash, I purchased a journeyman set, through it away, exited the game, and switched the apprentice-level set to journeyman in TESCS. The reason for using the editor is that the 4 pieces are statics. You just click on all four, making sure the mortar is last, and they load from the top of the workbench.
Problem is, somehow in the editor, the calcinator became unstuck.
When I click on it, I take it into my inventory. And I don't recall doing anything differently with it than I did with the others. How do my superglue it back to the workbench?
I converted all the master-level alchemy pieces to apprentice-level at the start to give myself a bit more of a challenge. When I got enough cash, I purchased a journeyman set, through it away, exited the game, and switched the apprentice-level set to journeyman in TESCS. The reason for using the editor is that the 4 pieces are statics. You just click on all four, making sure the mortar is last, and they load from the top of the workbench.
Problem is, somehow in the editor, the calcinator became unstuck.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
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Fable,
I am using a mod ([url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2737"]At Home Alchemy[/url]) that essentially glues alchemy sets into place once you have them positioned as you want them, and you only have to click on the pieces (ending with the mortar and pestle) in order to get into potion making mode.
From what I can tell of the set at Zelda's the same basic principle seems to be in use. With the mod I am using, you need to hit CTRL to actually move the pieces, pick them up etc.
So... I'm wondering of there is any relationship here that might be of use????
I am using a mod ([url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2737"]At Home Alchemy[/url]) that essentially glues alchemy sets into place once you have them positioned as you want them, and you only have to click on the pieces (ending with the mortar and pestle) in order to get into potion making mode.
From what I can tell of the set at Zelda's the same basic principle seems to be in use. With the mod I am using, you need to hit CTRL to actually move the pieces, pick them up etc.
So... I'm wondering of there is any relationship here that might be of use????
Spoiler
testingtest12
Spoiler
testingtest12
- fable
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No, that would make it part of another mod, and it wouldn't show up in TESCS unless it was loaded as such. These objects are in the Zelda Estate Restoration mod. Also, I never use CTRL with this character.
Curioiusly, when I tried ORI on the pieces, the other three had physical and ID values, but those for the calcinator were 0. So possibly the conditions setting it up in this mod somehow differed from the other units. And when I have it in my inventory and click on the other pieces, I'm able to make potions as though all four were present. But I don't want to constantly pick it up, and I'd also like to know what went wrong.
Curioiusly, when I tried ORI on the pieces, the other three had physical and ID values, but those for the calcinator were 0. So possibly the conditions setting it up in this mod somehow differed from the other units. And when I have it in my inventory and click on the other pieces, I'm able to make potions as though all four were present. But I don't want to constantly pick it up, and I'd also like to know what went wrong.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
"At home alchemy" adds a script to all alchemy equipment, including the ones that come with house mods. You certainly don't use this mod? If you load only Zelda Estate in the CS, and double click the alchemy equipment, you should see if it has a script or not. If the script box is empty, your problem is most likely in a different mod.
I had a conflict between At home alchemy and another mod some time ago, which removed the script from some of the alchemy equipment and made it "pick-upable". I can't remember which one it was, or how I found out, unfortunately. *If* you are using At home alchemy (if not try to find which mod modifies the alchemy equipment), maybe you could change its date so that it loads later.
I had a conflict between At home alchemy and another mod some time ago, which removed the script from some of the alchemy equipment and made it "pick-upable". I can't remember which one it was, or how I found out, unfortunately. *If* you are using At home alchemy (if not try to find which mod modifies the alchemy equipment), maybe you could change its date so that it loads later.
- fable
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[QUOTE=timian]"At home alchemy" adds a script to all alchemy equipment, including the ones that come with house mods. You certainly don't use this mod? If you load only Zelda Estate in the CS, and double click the alchemy equipment, you should see if it has a script or not. If the script box is empty, your problem is most likely in a different mod.[/quote]
Never used it, and none of the alchemy apparatus in the mod have any attached scripts.
I decided this morning to work from my backup copy of the house mod, made right before I changed the equipment. I once again switched all the apprentice level gear for journeyman, went into the game--and found the same condition: 3 pieces acted as statics, while the fourth, the calcinator, could be picked up.
So I exited, went back in that copy, and changed out the journeyman calcinator for a master level one. Entered the game: problem fixed. It's a static once more. This leads me to think the issue is that journeyman calcinator, but I can't find any hint in the editor as to why it's behaving as it is.
Never used it, and none of the alchemy apparatus in the mod have any attached scripts.
I decided this morning to work from my backup copy of the house mod, made right before I changed the equipment. I once again switched all the apprentice level gear for journeyman, went into the game--and found the same condition: 3 pieces acted as statics, while the fourth, the calcinator, could be picked up.
So I exited, went back in that copy, and changed out the journeyman calcinator for a master level one. Entered the game: problem fixed. It's a static once more. This leads me to think the issue is that journeyman calcinator, but I can't find any hint in the editor as to why it's behaving as it is.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- fable
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[QUOTE=timian]That's strange. It sounds exactly like the problem I had. I suppose your character won't be too unhappy with a master calcinator
[/QUOTE]
Well, considering that I replaced all the master's level stuff originally in order to avoid giveaways, I am actually a bit annoyed. My character can only afford journeyman gear, and I want to stick carefully to that, if possible. (Too many damn Monty Haul things in this game, already, though I've used mods to get rid of as much as I can.) I suppose I could introduce the mod DW and you referred to, but I'm not sure how it might interact with this older (though renovated) housing mod. Still, I might try. TESPCD could always warn me of problems.
Well, considering that I replaced all the master's level stuff originally in order to avoid giveaways, I am actually a bit annoyed. My character can only afford journeyman gear, and I want to stick carefully to that, if possible. (Too many damn Monty Haul things in this game, already, though I've used mods to get rid of as much as I can.) I suppose I could introduce the mod DW and you referred to, but I'm not sure how it might interact with this older (though renovated) housing mod. Still, I might try. TESPCD could always warn me of problems.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Agreed, I only use the cheaper equipment myself until I think my character deserves something better.
I really recommend At home alchemy. The only "downside" with it I've found is that you can use anyone's alchemy equipment with no consequence, since clicking it only activates it unless you're sneaking, but it can be easily avoided if one restrains oneself from using exploits... You can always try it out and go back to an older save if it doesn't work right.
I really recommend At home alchemy. The only "downside" with it I've found is that you can use anyone's alchemy equipment with no consequence, since clicking it only activates it unless you're sneaking, but it can be easily avoided if one restrains oneself from using exploits... You can always try it out and go back to an older save if it doesn't work right.
- fable
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[QUOTE=timian]Agreed, I only use the cheaper equipment myself until I think my character deserves something better.
I really recommend At home alchemy. The only "downside" with it I've found is that you can use anyone's alchemy equipment with no consequence, since clicking it only activates it unless you're sneaking, but it can be easily avoided if one restrains oneself from using exploits... You can always try it out and go back to an older save if it doesn't work right.[/QUOTE]
You ought to make an entry in our mod sticky about this one. It sounds very useful, and while I'd heard about it before, the information wasn't completely accurate.
I really recommend At home alchemy. The only "downside" with it I've found is that you can use anyone's alchemy equipment with no consequence, since clicking it only activates it unless you're sneaking, but it can be easily avoided if one restrains oneself from using exploits... You can always try it out and go back to an older save if it doesn't work right.[/QUOTE]
You ought to make an entry in our mod sticky about this one. It sounds very useful, and while I'd heard about it before, the information wasn't completely accurate.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.