@Dalion asked on Discord for an easy way of massively renaming scene props across the whole mod
.sco
data, so given that it seems like a very common usage pattern I have included a new
mab_sco_mo_remap_all.cmd
in the latest version of the
.zip
file.
Turning the whole affair into a simple double-click! ¯\_(ツ)_/¯
--
Basically, you copy the contents of the
.zip
into your
SceneObj
folder, edit
mab_sco_mo_remap.txt
which has simple lines like this one:
Code:
spr_my_old_prop_name = spr_new_prop_name
itm_my_old_item_name = itm_my_new_item_name
my_old_plant_or_rock_name = my_new_plant_or_rock_name
Double-click
mab_sco_mo_remap_all.cmd
, and it will use the three tools on its own to unpack the mission objects, rename them if the patterns match, and repack it back into the original scene files, for every single
.sco
it finds in that folder you are running it from.
The good thing is that this
.cmd
file is a simple and well-commented Batch file that you can copy and tweak to make it do whatever you want and use as a nice getting-started sample for the whole toolset. The easiest tweak is to remove the
--dont-reindex
argument, to make it actually reindex, which is done for every element and will be done after renaming in a single pass.
Or even add
--removemissing
to make it automatically clean up your files; deleting any props, flora and items that no longer exist and may cause problems. Without this it will still warn you once per found element. Sky's the limit.
You can also simulate the
SceneObj
and mod folder structure somewhere else and just paste there the
.sco
files you want to modify. To avoid further problems, or avoiding editing some
.sco
s by mistake.
The tools can be downloaded here, scroll all the way down to get it:
https://github.com/Swyter/mab-tools/releases/tag/swy-sco-tools
PS: Make sure you have a good backup, in case it doesn't do what you think it does and messes up your scenes.