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joefor

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  1. I ran into this very same thing trying to use the FindClosest/FindRandom functions to get LocationEdgeMarkers. The function always returns None regardless of what I do. The game's built-in settlement attacks use them and they bind to them as ReferenceAliases as part of the settlement attack quest. Of course you'll need to deal with cases where the alias fails to fill (for whatever reason). I was hoping to script my own settlement attacks to avoid the game's built-in bugs, but for now reverted to triggering the existing quests and hoping they work. I may revisit in my mod and maybe create my own quest to try to iron out some of the bugs.
  2. I experimented with resurrect and reset in my zombie mod and noticed some of the same quirks. Resurrect would sometimes result in an immobile actor in a strange state and reset would fix this but change clothing/looks if templated (like a Raider). I also ran into the weird clipping issue when the actor was killed a second time. Also note that limbs are magically healed with reset as well (if that matters to you). I ended up going down a different path, but I'm not happy with it. I spawned a separate Actor and then worked to transfer things like clothing to it. The problem here is this process is a bit slow and the available CK functions (outside of F4SE) make it difficult. Transferring items seems to require draining the inventory on the corpse to populate the new actor. You can register a listener to check if the item is equippable and equip it (I used a form list of keywords to check for). Also, why are there setters with no getters sometimes (eg. you can change/remove a head part but not get them)? F4SE would probably help, but I really want to maintain console support. Maybe there are alternatives to cloning an actor that I just don't know about?
  3. LeftMobilityCondition (or Right) is what I'm using on my mod but I'm not spawning from a leveled list. I spawn using placeAtMe and then randomly choose a leg and set the value to -100 and they seem to move ok. Are you spawning the same type of actor in the leveled list (Human in a list meant to spawn Human types)? I played around with spawning different Races in leveled lists and sometimes ran into strange behavior when scripts were applied to them (eg. replacing molerats with feral ghouls).
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