Author Topic: Destroying (unusable) placeables via the console?  (Read 583 times)

Legacy_olivier leroux

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Destroying (unusable) placeables via the console?
« on: February 09, 2013, 02:27:04 am »


               Not sure if this is the right forum to post this question, but since it's might be of interest to builders testing their module ...

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?
               
               

               
            

Legacy_henesua

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Destroying (unusable) placeables via the console?
« Reply #1 on: February 09, 2013, 02:35:56 am »


               Find out what the tag is for those placeables.

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 .
                     
                  


            

Legacy_Squatting Monk

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Destroying (unusable) placeables via the console?
« Reply #2 on: February 09, 2013, 02:41:29 am »


               Not sure if this works with non-selectable placeables, but...

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.
               
               

               
            

Legacy_olivier leroux

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Destroying (unusable) placeables via the console?
« Reply #3 on: February 09, 2013, 02:48:24 am »


               I think you can only destroy creatures, waypoints and encounters with the DM panel, AFAIK placeables are not listed on it. I also tried casting flame strike in the area, but I guess the placeables were thoroughly set to indestructible as it didn't have any effect.

What henesua writes sounds perfect though, I hope this works out. Much appreciated!
               
               

               
            

Legacy_Shadooow

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Destroying (unusable) placeables via the console?
« Reply #4 on: February 09, 2013, 03:06:50 am »


               maybe better idea: dm widget tool that shows up in conversation list of placeables in 1meter from the targetted area where you will be able to select options what you want to do with them

keep in mind that unusable placeables are mostly static so this doesnt show up until you change area
               
               

               
            

Legacy_olivier leroux

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Destroying (unusable) placeables via the console?
« Reply #5 on: February 09, 2013, 03:30:58 pm »


               @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?

@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 .
                     
                  


            

Legacy_henesua

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Destroying (unusable) placeables via the console?
« Reply #6 on: February 09, 2013, 04:37:26 pm »


               What is the suffix on the script? It needs to be the compiled script - has a suffix .ncs.
               
               

               
            

Legacy_Lightfoot8

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Destroying (unusable) placeables via the console?
« Reply #7 on: February 09, 2013, 04:51:57 pm »


               

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)  
               
               

               
            

Legacy_Lightfoot8

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Destroying (unusable) placeables via the console?
« Reply #8 on: February 09, 2013, 04:52:43 pm »


                Double-Post. 
               
               

               


                     Modifié par Lightfoot8, 09 février 2013 - 04:53 .
                     
                  


            

Legacy_olivier leroux

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Destroying (unusable) placeables via the console?
« Reply #9 on: February 09, 2013, 05:18:37 pm »


               

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 .
                     
                  


            

Legacy_olivier leroux

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Destroying (unusable) placeables via the console?
« Reply #10 on: February 11, 2013, 05:19:59 pm »


               Solved thanks to Lightfoot8, but I've appreciated all the other suggestions, too, thanks!
               
               

               
            

Legacy_henesua

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Destroying (unusable) placeables via the console?
« Reply #11 on: February 11, 2013, 06:43:29 pm »


               *cheers*