TrueSaiko Posted October 17, 2013 Share Posted October 17, 2013 currently making a mod... it will have two dead bodies... after they are seen/looted, i would like them to disappear when you leave the cell... is this possible? Link to comment Share on other sites More sharing options...
devinpatterson Posted October 17, 2013 Share Posted October 17, 2013 currently making a mod... it will have two dead bodies... after they are seen/looted, i would like them to disappear when you leave the cell... is this possible? Attach a script to a trigger outside the cell (maybe in front of the connecting door, but anyplace the player *will* absolutely have to go through). Add a simple script that just disables the dead bodies and then mark for delete. The next time that cell loads the bodies should be non existent. Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 17, 2013 Author Share Posted October 17, 2013 (edited) hmm.... i am not sure i know a place the player would have to go through... considering the way this cell is entered/left... i think i will just have no bodies... and just put the items on the ground... so one can assume it has been so long that the bodies have fully decayed... even the bones.... Edit: "That is possible... right?" is changed to "It is possible for it to have been so long that even bones decayed/dissentigrated... right?" Edited October 17, 2013 by TrueSaiko Link to comment Share on other sites More sharing options...
Ladez Posted October 17, 2013 Share Posted October 17, 2013 I take it this is for the home with a teleporter you're making. No worries, it can still be done. This script will continuously check whether you are currently in your home. If you are, then it will remember you have visited. If at any time after that you are not in your home, the script will disable a reference and stop the quest that is running the script, preventing it from running again. Attach the script to a start enabled quest called BodyRemoverQuest, insert you cell name in the script and that should do it. Of course you can disable as many references you want, just duplicate the disable and markfordelete lines and call them on a different reference. ScriptName BodyRemoverScript int playerHasVisited Begin GameMode If Player.GetInCell [YourCellName] && playerHasVisited == 0 Set playerHasVisited to 1 EndIf If Player.GetInCell [YourCellName] == 0 && playerHasVisited SomeBodyREF.Disable SomeBodyREF.MarkForDelete StopQuest BodyRemoverQuest EndIf End I haven't tested it ingame, so let me know if it works out :) Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 17, 2013 Author Share Posted October 17, 2013 (edited) yep, that is what it is for... would you like to see what i got so far? .... and.... how do i make a quest? edit: it is a lot smaller than previously planned, cause i realized how big a hangar was... and how crappy it looks... and how hard it is to light... lol. Edited October 17, 2013 by TrueSaiko Link to comment Share on other sites More sharing options...
Ladez Posted October 17, 2013 Share Posted October 17, 2013 You only need the quest to run the script, so it's real simple to setup. Go into the quest section and create a new quest. You only need to do three things to it: obviously you need to give it an id and make sure it's the same as in the script on the "StopQuest" line, you need to make sure it's start game enabled, and you need to attach the script to it by selecting it from the drop down list. You need to set the script type to quest when saving the script for you to be able to find it in the list here. Don't worry about all the other settings, they aren't needed in this context. Sometimes you'll want to manually set a script processing delay to control the amount of time between each time the script runs, but in this situation the default of 5 seconds will do fine. Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 17, 2013 Author Share Posted October 17, 2013 what i meant was... i don't know where the quest make section thing is, lmao. and thanks, yet again for the scripting... my G.E.C.K. just crashed, though, and i lost an hour or two of work... so ima take a break for a bit it's almost done though... ish. Link to comment Share on other sites More sharing options...
Ladez Posted October 17, 2013 Share Posted October 17, 2013 The quests are under Actor Data, in the top of the list. Too bad about your crash, it happens to me quite often as well. :/ Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 17, 2013 Author Share Posted October 17, 2013 (edited) okay.... tested it.... it works! have a little issue regarding the bodies being standing up, but still dead... and that is fine, i will rotate the bodies and lay them down manually. now to make a bunch of new items, place them in crates, then release... then see if the mod is viable enough to go further.... ladez or devin.... want a sneak peak? edit: Nevermind, it won't let me rotate them laying down, so they will be kept standing up... a little immersion breaking, but only the first time you are there.... still offering a sneak peak, lol Edited October 17, 2013 by TrueSaiko Link to comment Share on other sites More sharing options...
Ladez Posted October 17, 2013 Share Posted October 17, 2013 (edited) You should be able to make them fall to the ground in the editor by selecting them and turning on the havok sim. Press this button in your toolbar to turn it on: http://geck.bethsoft.com/images/6/6d/Jbrowne_IconHavok.jpeg You can do the same for any movable items you place. Edit: Sure give a sneak peak if you want. :) Edited October 17, 2013 by Ladez Link to comment Share on other sites More sharing options...
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