Guest deleted2027229 Posted October 4, 2021 Share Posted October 4, 2021 I made a simple mod adding the nirnroot script to all plants, so when picked they dissapear. It's basically a lightweight version of "harvest flora" without the need for custom assets. All plants work fine, but for some reason the plants around Bruma do not dissapear. After some digging in the CS, it seems the plants around Bruma are tagged under "bruma battlefield" so for some reason the nirnroot scripts aren't applying. Any idea how I can get around this issue so they the plants around Bruma dissapear like all the other plants? Link to comment Share on other sites More sharing options...
glowplug Posted October 5, 2021 Share Posted October 5, 2021 When you say 'tagged', I have to assume you mean the 'Enable Parent' as 'Xmarker' 'MQ13ExtraActorsMarker' in the Tamriel Cell BrumaMQ13Battlefield01.The parenting is being used on line 131 of MQ13Script to disable the Xmarker and it's Child objects. A thing is that Parent.Disable will work but Child.Disable presents a problem in resolving relationships such as Auntie and Cousin.There is a way around this but firstly, why use a broken script?The Construction Set Extender won't compile the Nirnroot script due to a rogue 'endif' that shouldn't be there.The Unofficial Oblivion Patch fixes that.A mod later in load order that uses vanilla MS39NirnrootPlantScript can break that.The next thing is that Fauna and their Ingredient do not have Respawn - Disable is permanent. This is saying to an Alchemist "Enjoy your pickings then go play another game!".What I recommend is having your own script... scn HarvestDisableResetEnableScript Begin OnActivate Activate Disable End Begin OnReset Enable End As far as removing that flora parenting without breaking the Main Quest, I'd need to check. Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted October 5, 2021 Share Posted October 5, 2021 Thanks, so if I wanted to make them pickable, I would need to edit the MQ13Script?How long after picking a plant does your custom script make plants regrow? Sorry Im not to knowledgeable on scripting, I assume "OnReset" means that next time you boot your game, all picked plants will be back? Link to comment Share on other sites More sharing options...
glowplug Posted October 5, 2021 Share Posted October 5, 2021 I'm not suggesting doing anything, such as editing MQ13Script, to the Main Quest - quite the opposite.As you're not experienced in scripting then please leave the Main Quest alone - don't break it. Disable is not going to work on the child Flora of MQ13ExtraActorsMarker. If you want plants to disappear, on harvest, around Bruma then add your own. The 'Reset' to enable your plants is it's own issue. Without OnReset 'Enable' they stay 'Disabled', pure and simple... The 'Begin OnReset' block...Never runs the very first time we enter a cell.3 days after we leave it.It needs to be at least the first hour after the 3 days when we reenter. Link to comment Share on other sites More sharing options...
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