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Trouble with Changing Robot NPC's Apperance and 'Race' Mid Game


asdzxvzx

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Hi All,

 

I've tried to take a crack at changing apperance/race for Gilda Broscoe to Servitron Race.

 

This was my first time working with the "Object Template" tab since I've only handled Creation Kit for Skyrim before.

 

I think I managed to do everything correct since loading up my existing save and using 'placeatme' function showed that the base actor for Gilda has indeed changed to Servitron with my new mod.

 

 

 

 

However, when I've checked the reference actor for Gilda, she still had the robobrain mesh, stretched over what I assume is the Servitron frame/skeleton.

 

 

 

 

I've tried the old 'recycleactor-disable-enable-movetoplayer" trick but that didn't do anything, saving and reloading didn't do anything either.

 

Then I tried making a new game, where I found out that my 'mod' is working as intended, and Gilda's reference actor is set-up correctly as Servitron without any issues, looking exactly like her base actor.

 

I thought maybe its her race that couldn't be changed mid-game but checking her race (with getisrace) showed that she (the reference actor) is correctly setup as Servitron.

 

Since all other npc appearance change mods that I use work perfectly even if they are applied mid-gamef, assuming there is no huge trick in Fallout 4 apperance change mod I don't know about, I think the issue is that Gilda being a robot, her new Servitron modifications (stuff from ObjectTemplate) are not being applied to the reference actor in the mid-game save (her reference actor still has robobrain components with Servitron skeleton).

 

Is there a specific console command to 'reload' the objecttemplate for reference actors?

 

Or if you think there may be any other way I could approach this, anything would be greatly appreciated.

 

I could live with having her 'clone' via placeatme acting on her (reference actor's) behalf but checking that approach with companions via placeatme function revealed that all 'placeatme' clones in Fallout 4 are unresponsive.

 

So if there is a 'trick' to make the game recognize placeatme dummies as their proper 'reference actor' that would also work for my purposes, and would be greatly appreciated (perhaps console command remove reference actor from the quest and shove the new placeatme clone in there?)

 

Thanks in advance.

Edited by asdzxvzx
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