Comments (6)
QoL Request 3 - Shift Multiple Objects
This exists already, though you can certainly be forgiven for not having found it. In Pathfinding Editor, select Experiments > Show Experimental Level Tools
. This adds two new tabs to the panel on the left, Groups and Level Tools. Right-click on objects and select Add To Group, then use the Level Tools tab to translate and rotate the whole group. Visibility and usability of this tool should definitely be improved.
QoL Request 10 - Autosave
My worry with this is that saving a file necessarily entails changing it if any edits have been made. Not sure it's a good idea for that to happen automatically.
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My thoughts:
- This has been discussed internally before but just hasn't had time dedicated it for implementation - delete key functionality.
- This is somewhat implemented in CrossGen-V. I don't know how much work it would take to bring over. It's tricky cause you essentially hack the relinker.
- Don't know a bunch but the code is all single-object selection right now. A hack could be added for multiple move but it wouldn't be trivial.
- The color wheel is provided by a third party library - I don't think we've ever looked at how it actually works. There might be better color wheels than Xceed's.
- This has been discussed - might be possible with the script decompiler being able to read properties, even though it's not on a defaults block.
- Porting preview would be a great feature but it's pretty unrealisitc because until you actually pull things into the file you don't know what you actually need. The relinker is an unfathomably complicated piece of code. Even when working internally it is difficult to find why something is being brought over.
- We have code to open the highest mounted file already, we use it pretty extensively. Probably wouldn't be hard to add this.
- You can hold shift and drag to relink entries already.
- Seems reasonable. Note: We have code that re-uses trashed exports so you have to be careful with this, if you try to restore, it may point to another export that was re-used from trash.
- This could potentially be done. I don't see much that would stand in the way of this beyond some time.
- Probably could just be a dialog 'Do you want to correct the yaw?'
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Am I allowed to suggest Dark Mode might be a nice feature? (If it's already available, I haven't been able to find it.) I'm a huge night owl and opening Package Editor blows my eyes out.
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QoL Request 11 - Clone to Another Sequence
Sequence Editor has a clone object button, which is super useful. But many times it may be needed to clone that object to a different sequence in the package. Currently, the only way to do this would be to
- Clone the object
- Remove it from Sequence A
- Go to Sequence Band add the new export to the array
- Go to the new sequence object in package editor and correct the instanced path from Sequence A to B
- Correct the parent sequence on the object.
So this QoL request is for a new RMB menu option called "Clone to Sequence" where you select the object and it gives you a drop-down list of all the sequences in the package. When you select it, it automatically clones the object to that sequence instead, negating the need to do any of the above.
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There's actually a simpler way to do that currently.
- Clone the object
- Remove it from Sequence A
- Go to new sequence, right-click and select
Add Existing Object
(or selectTools > Add Object
from the menu.)
This isn't ideal of course, as you have to remember the UIndex of the object. Perhaps a Copy
RMB option on the object and a Paste
RMB option on the canvas (that would work across sequences)?
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QoL Request 12 - Correct Object Index on Porting
Sometimes when porting objects between packages it can be troublesome when there are existing objects in your destination package that share a class/object index with those in your source package. While sometimes you may want for these matching objects to be ignored, if you don't want them to be ignored then you currently need to go through every object and manually correct the indexes to ensure there are no duplicates before importing. Otherwise, certain objects will not port into the destination package, and will instead reference the existing object in the package.
For the QoL request, I propose a checkbox added to the porting dialogue which changes this behaviour. When checked, any objects being ported will automatically have their object index corrected and will then be ported into the package. This already exists when porting an object directly, but when these objects are referenced externally (such as when porting a sequence) this is not currently taken into account.
This feature would reduce a lot of headaches, repetition, and mistakes when porting.
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Related Issues (20)
- Feature Request: Debug Menu option to check for script compiler warnings or errors HOT 1
- Feature: Add New Blank FXA Within an AnimSet HOT 1
- Unable to edit start nodes in dialogue editor - issue with nightly
- xml cannot be imported to LE1 HOT 2
- feature request: gltf mesh export HOT 2
- LE1 - LOC_INT.pcc files? HOT 5
- Meshplorer: Replacing meshes with different bone counts HOT 3
- More intuitive TFC path lookup for creation or appending on texture import.
- Feature request: LLE: toggle active and hidden HOT 2
- Application crashes when you abort closing application
- Mass Effect 1 (OT1) dialogue nodes can not be opened in InterpEditor HOT 1
- StaticMeshComponent Error After Cloning and Adding Multiple Actors in LE2 HOT 2
- Cannot clone sequences with attached events in different sequences
- Can make support other platform? HOT 1
- Sequence Editor - very difficult to determine current sequence on modification/save
- Crash on exit of many package editor windows
- Can't export mesh from ME3 mods
- ISACT ICBBank → ISBBank Indexing Error HOT 9
- Recompiling some SFXGame classes breaks the game (LE1/LE3) HOT 4
- LLE stops working if "BioD_Arvlvl3_230_Mainframe" is visible (not loaded) in LE2 HOT 6
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