zymurgy65 Posted August 23, 2021 Share Posted August 23, 2021 I'm using a modder's resource (stroti's lighthouse) which doesn't have any interior cells. I've added a door, which is now owned by the occupant, along with over 50 other items. Will I have to set every item's ownership individually, or is there a way to temporarily change the cell ownership? I was thinking of an activator box with a script that changes the cell ownership on the way in, then removes it on the way out, but I don't know if that's even possible. Link to comment Share on other sites More sharing options...
qwertyasdfgh Posted August 23, 2021 Share Posted August 23, 2021 Exterior cells don't have ownership in CS, although the field technically exist for them, if you view in TES4Edit, for example.There is a SetCellOwnerhip function, but it's hard-coded to work with interiors only. You can try to trick it by first assigning cell record to temporary ref variable and then passing it to the function. This is just a wild guess though, and the game might simply ignore ownership data if it doesn't expect it. Link to comment Share on other sites More sharing options...
zymurgy65 Posted August 23, 2021 Author Share Posted August 23, 2021 Fair enough, it was just an idea. Setting the ownership of the individual items won't take too long, and at least I know it'll work! :laugh: Link to comment Share on other sites More sharing options...
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