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Feature Request: Means of updating Starfield's .mesh paths in bulk #76
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I'm taking a stab at hacking in my own hardcoded spell - I'm no c++ guy so hacking is the operative word lol |
I used this to rename and everything looks fine in nifskope, but the model is missing in Starfield...
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I will look into implementing this feature, it would not be difficult to use regular expression search/replace, since QString already has a function that implements that. |
A spell for this purpose is now added, it can be found in the main menu as "Search/Replace Resource Paths". It takes the following as input:
All replacements need to be confirmed in a message box. |
Holy cats, you are a legend! Thank you so much! Also major kudos on the
source code layout, design and readability. I usually have to spend days
grappling c++ - and I did literally pull out some hair while hacking this
together. And your code is top notch. *sigh* c++ is always good at making
me feel inadequate.
…On Tue, Apr 9, 2024 at 1:07 PM fo76utils ***@***.***> wrote:
A spell for this purpose is now added, it can be found in the main menu as
"Search/Replace Resource Paths". It takes the following as input:
- Regular expression to search for: the pattern to be replaced, note
that characters like \ need to be escaped.
- Replacement text: this is what every match of the above will be
replaced with. It may reference groups defined with parentheses in the
regular expression, using \1, \2, etc. (see the example here
<https://doc.qt.io/qt-5/qstring.html#replace-12>).
- Path filter regular expression: only paths matching this are
processed. If the field is left empty, then it matches everything.
All replacements need to be confirmed in a message box.
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This is great, thank you - sorry for the delayed response. Closing! |
Need a means of bulk updating mesh paths in a Starfield.nif.
Thanks to the recursive export feature mentioned in #75, I am able to use the blender plugin to import the entire nif. This dramatically simplified the process of punching holes (and as a bonus I got all the LODSs as well) but... the .nif file it creates is just all messed up (it seems targetted toward outfits and armor rather than ship modules). The meshes, however, seem fine.
I made a little batch script to move / rename all the exported meshes back to the vanilla paths so I could use it with the original .nif.
It works like a charm... except I can't leave them in the vanilla paths - it would override the source object. And I don't really have as way to tell which meshes were changed... so need them all probably.
At the most basic level, just having the ability to add a prefix or suffix without renaming would at least make it possible. Preferably something like regex replace, or even better - rename them all to be in a single folder with more meaningful names.
Another alternative would be if I could somehow copy the paths from the plugin output nif onto the original..
(yet another would be if the .nif could be exported to xml to do some regex replace and then imported?
This while file pointer to meshes business really is pain isn't it...
Thank you so much for all of this. Truly amazing work.
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