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troybayliss

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  1. Here is how Tamriel gates works: - initially they are disabled, all spawning points related to the gate are disabled too and all is green and beautiful - at random times they open, which means that they pass to ENABLED state - all objects that have the gate as a parent reference pass to enabled state too; so the spawning points related to the gate start to pour out daedra - after you close the gate, it is in DESTROYED state, but still ENABLED, so its spawning points are enabled too: daedra keeps pouring out - that script sets to DESTROYED state the spawning point (not the list in itself, but the reference based on that list) the next time you load that cell; a destroyed spawn point acts as a disabled one: no more daedra
  2. NOT useless. Leveled lists that have this script are mostly used with oblivion gates as a parent reference. When a gate is closed it is set as destroyed, the script check that and in case destroys the list too so daedra stop spawning.
  3. I think the only way to be sure an OnLoad block will run is to use PCB when you are not in cell with the scripted object.
  4. Yeah, there's not a standard solution, it all depends on the specific circumstances. :smile:
  5. @Kendo 2 If you plan to use "Resurrect" on a NPC, then casting a healing spell on it it's not really necessary. As for diseases, NPCs don't catch them like the player and "cure disease" spells won't work on them (you can't cure NPC vampires or rats from diseases that way): the only way to add or remove a disease to a NPC is using add/removespell functions.
  6. Resurrect will reset all the reference-specific values (damaged attributes, disposition, etc) and restore the NPC to the original base object as it is in the CS (health, equipment, etc). Problem is that some functions modify the base object, so if you add a spell, disease, ability to a NPC, put it in a new faction, use setav or setlevel on it, those changes will remain even after it's been resurrected. So Resurrect is good if you don't modify the base object, otherwise you will have to manually revert back what was modified.
  7. ref self ref race begin OnAdd / OnEquip set self to GetContainer set race to self.GetRace end
  8. I have to disagree with that. The respawn flag is set on the base object, and what you change on a base object is valid for all his references.
  9. Execution Point in SE, falls into the void in some quests, others added by mods...
  10. If you just don't want them in your spell book you can use this mod with no need of modifying the vanilla races.
  11. The chance of an arrow appearing in the inventory of a struck NPC is based on the game setting IArrowInventoryChance, which is 50. You just have to set it to 0. I don't know if there's a mod that do that, but if you know how to use the CS it takes about 10 seconds.
  12. As I said I wasn'y very clear, sorry. Thank you for your help anyway.
  13. Sorry, maybe I wasn't clear. I'm not debating on the meaning of that sentence, I'm saying that when I enter the "Edit File Details" page, all the drop-down menus are correctly set on the choice that I previously made, but that particular one keeps changing back to "Yes", even if already I set it to "No" the last time. I don't like the fact that my preference is changed and I have to repeat my choice every time I edit the file description.
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