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WorkshopObjectDestroyed Weirdness


niston

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A bone is a node, right?

We can move nodes to arbitrary position (even world coordinates) from script, with SUP F4SE.

 

So if we move first and last node of this garland wire to connection points on respective objects, maybe it could work?

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A bone is a node, right?

We can move nodes to arbitrary position (even world coordinates) from script, with SUP F4SE.

 

So if we move first and last node of this garland wire to connection points on respective objects, maybe it could work?

I do not know. If I can make such a wire, I will send you nif so that you can experiment. Later, after I finish what I'm doing now; crafting machines. )
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Finally solved it, thanks to SKK mentioning scrap recipes. So after everything else was a dead end or did simply not make sense (timers, wtf), I took a look at them.

 

Because the "far connectors" cannot be built directly from workshop (they get spawned in when you build a "near connector"), all the far connectors had scrap recipes with Keyword WorkshopRecipeFilterScrap. Turns out, when something has a scrap recipe with this filter, it will act in the bizarre way I described (vanishes/reappears or receives OnWorkshopObjectDestroyed event) when it's being stacked onto something and that something is grabbed and moved.

 

The solution was...*drumroll*.... Change the keyword on the scrap recipe to WorkshopRecipeFilterResource02Power03Connectors, im ny use case - But I suspect anything NOT *FilterScrap will work. Just make sure there's no workbench keyword defined, or the COBJ will show up in the build menu. If your COBJ is intended to be constructed from build menu, then this particular obscure corner case problem will never manifest itself anyways.

 

Bethesda... YAAAAY.

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My pleasure, I have been there as well with yellow highlight scrap recipe objects being odd.

 

Hopfully the discovery process was intellectually stimulating :wallbash:

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