Terrain Object Replacement Modules
Modules to easily mass replace or delete terrain objects
Check images for how to use
Set the module position and module area to define area for changes (you can use rectangle or ellipse)
Types to replace
Use an array of types of objects to delete. Example: ["HOUSE"]
Classnames or models to replace
Leave the previous field blank or [] and specify an array of classnames or model names of objects to replace.
Example1: []
There are terrain objects like bushes and trees and many others that may not have classnames, or may not work. But you can use their model name instead. So instead of
["b_ficus2d", "b_Neriumo2d", "b_Ficus2s", "b_Ficus1s", "t_Ficus1s", "t_Ficus2s"]
use:
["b_ficusC2d_f.p3d", "b_NeriumO2d_f.p3d", "b_FicusC2s_f.p3d", "b_FicusC1s_f.p3d", "t_FicusB1s_f.p3d", "t_FicusB2s_f.p3d"];
Classnames to create
Use an array or an weighted array of objects to create as replacements or leave empty (or [] ) to simply delete objects or to use synched objects as input.
Example 1:
[" Land_House_Small_03_F", "Land_Shed_05_F", "Land_i_House_Big_02_b_yellow_F"]
Example 2 (the second classname has double chances of being used as replacement):
[" Land_House_Small_03_F", 1, "Land_Shed_05_F", 2, "Land_i_House_Big_02_b_yellow_F", 1]
Example 3 (just deletes the objects without replacing them):
[]
Example 4: Instead of "Classnames to create" you can just leave blank and synch objects you want to use as replacements (that how it is done in the example shown in the images)
NOTE: All these instructions refer to the "Terrain Replacer Module" and not the "Terrain Profile Replacer Module". There is some info on this latter in a file in the mod folder