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hexagonlux

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  1. Holy crap! How has this not been officially addressed yet? You can permanently over-encumber yourself with this bug. Anyone know of a temporary workaround?
  2. I forgot to mention this script includes NVSE functions. This may be a stupid question, but are you launching the GECK via nvse_loader.exe? Just in case you aren't, this is done by creating a special shortcut. For more information, see the last paragraph under Installation on this page. Haha! I was not launching with the nvse. I'm a noob. :) So I launched with the NVSE and the script saved without a hitch. I loaded it up in New Vegas and it worked like a charm! Thank you very kindly! I'll definitely be crediting you when I upload this version to the nexus. ^_^ Final question: Is the ash pile functionality just not possible without using the script extender? Thanks again! :D
  3. Wowzer! Thank you for that. Unfortunately, GECK would not save it. I definitely don't grok REFs enough to troubleshoot it. Will dig into the reference though ^_^
  4. The disintegrated/gooified actor is removed from the game, and its ID is no longer retrievable by any means. The function AttachAshPile gives the spawned ash/goo pile the name of the dead actor. This is exactly the information I was looking for. Thank you. What about this, then? - I create a list/ database of all the actors that has their corresponding ID? The mod reads the actors name from the container, looks for it on the list, the list gives the ID and then it just spawns a new actor from there?
  5. Just wondering if the base id of the original actor is stored anywhere in the pile. When you open one to loot it, it gives their name so I figure it's stored somewhere. I am asking for resurrection purposes. I know you can't just click on an ash pile and run a resurrect command on it. I'm hoping to write a script that will pull the base id out so I can either resurrect or respawn the npc from there. Thanks! ^_^
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