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miriamsrg

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  1. i could still use some help with the script to get refs of a base object and disable them. ive been trying different things but im not very familiar with the specifics of scripting yet so any info would be useful
  2. sorry, but how would i write the script for the trigger boxes
  3. what exactly am i looking for? i tried using the freeside thugs base object id, but the script wouldnt compile. the only id that worked in the script was the reference editor id but that didnt actually make them despawn You have to disable them after they were enabled. So scripting would look like this ... If MyRef.GetDisabled == 0 MyRef.Disable And if it is a continuous spawn , then you need the script to always run. Or you might just want to track down the script that spawns them. Use the Edit / Find Text tool from the header drop down with their IDs. the only id that lets me disable them is the one that shows up next to a specific thugs name when clicking on them in the console (ff00134e for example), but i cant use this id in the script. they dont have references in the render window like other npcs, just x markers that spawn a randomized thug. the script that spawns them uses VFSFreesideThugRandom and using any of the form ids from that list doesnt work either. is it somehow possible to make the id that shows up next to their name in the console work in a script?
  4. what exactly am i looking for? i tried using the freeside thugs base object id, but the script wouldnt compile. the only id that worked in the script was the reference editor id but that didnt actually make them despawn
  5. so i did this for the basic npcs and it worked but not for the ones spawned in random encounters, specifically the freeside thugs. they keep spawning in when i walk into their trigger, even when i disable it and them with this script. what could i be doing wrong? and thanks for the help so far
  6. my problem is that i don't want starting a new game to be a requirement in order to play this mod properly. Is there a way to guarantee vanilla npcs are gone from an area for people playing from a save in the middle/towards the end of the game?
  7. I want to redo some of the vanilla locations from the ground up, but I can't figure out how to fully get rid of npcs when disabling/deleting them. They don't appear if I start from a new save, but if I load a save where I've already been to these locations they still show up. Am I doing something wrong or is it just not possible to 'clean' a vanilla area?
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