Destroying (unusable) placeables via the console?
#1
Posté 09 février 2013 - 02:27
Anyway, what I'd like to know is: Is there any command or way to use the Debug console in order to destroy placeables (that are not selectable in-game)? Some DM command like the one that spawns in items, for destroying placeables? Or can you insert a script that does the job into a savegame?
I ask because I'm more than halfway through an epic module but stumbled across an essential area now that makes the game unplayable on my rig, due to the lag that a huge amount of fog placeables is causing me. I already fired up the toolset and tested if the game would run better with all these placeables removed and indeed, once all the fog is deleted everything is fine again. The problem is, there's no way I'd restart the whole adventure, using the updated mod version without fog. I've invested too much time for that, and I don't like to replay story-oriented games. So, is there any easy way to kill the fog in my savegame version, so that I could just continue?
#2
Posté 09 février 2013 - 02:35
Write a script that destroys them (getting them by tag).
Change the name of the script to something that your character would be able to do. For example some spell you can cast, some feat activated ability etc.... Compile it with this name in the toolset.
Grab the compiled script from your otemp folder and drop it in your override.
Start your module.
Run the script.
Save.
remove the override
Continue play.
Modifié par henesua, 09 février 2013 - 02:36 .
#3
Posté 09 février 2013 - 02:41
After turning on DebugMode, press the period key (.). This will open up the DM panel and allow you to delete particular objects from the game.
#4
Posté 09 février 2013 - 02:48
What henesua writes sounds perfect though, I hope this works out. Much appreciated!
#5
Posté 09 février 2013 - 03:06
keep in mind that unusable placeables are mostly static so this doesnt show up until you change area
#6
Posté 09 février 2013 - 03:30
Okay, I wrote the script and gave it the name of an item's unique function script, then dropped the script file into the override folder. But the item still calls the original script in-game, not the one in the override folder ... What could have gone wrong?
@ShaDoOoW
What dm widget tool are you talking about? Is this an override tool I can download at the Vault? If so, can you provide a link?
It would still be easier to do it with the script, I guess, since there are a LOT of placeables to destroy and the widget's conversation menu will suffer from the lag, too.
Modifié par olivier leroux, 09 février 2013 - 03:31 .
#7
Posté 09 février 2013 - 04:37
#8
Posté 09 février 2013 - 04:51
olivier leroux wrote...
@henesua
Okay, I wrote the script and gave it the name of an item's unique function script, then dropped the script file into the override folder. But the item still calls the original script in-game, not the one in the override folder ... What could have gone wrong?
Is the "Original script in-game' located in the .mod file? If the script is in the module the override folder will not override it. The override folder only overrides the .bif files. ( Meaning, standard game resources)
#9
Posté 09 février 2013 - 04:52
Modifié par Lightfoot8, 09 février 2013 - 04:53 .
#10
Posté 09 février 2013 - 05:18
Lightfoot8 wrote...
Is the "Original script in-game' located in the .mod file? If the script is in the module the override folder will not override it. The override folder only overrides the .bif files. ( Meaning, standard game resources)
Oh, okay. Yeah, I chose a custom script from the module, a unique item property. I guess I misunderstood henesua. So what could I rename my fixing script to then so that the .ncs file overwrites a .bif file? Is that possible at all? I'm playing a mid-level cleric, so I'd be fine with my script overriding something like "Cure Minor Wounds" or "Cure Light Wounds", if that would work,
Modifié par olivier leroux, 09 février 2013 - 05:19 .
#12
Posté 11 février 2013 - 06:43





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