SKKmods Posted April 3, 2023 Author Share Posted April 3, 2023 SKK mods never static hack base game content. Which is why I am interested in placed actor [M] spawn behavior. Link to comment Share on other sites More sharing options...
Fantafaust Posted April 3, 2023 Share Posted April 3, 2023 I'm not seeing any standard way to pull this off, there's simply not enough control afforded to us via standard or f4se functions. a custom dll that can control the underlying functionality of linked leveled spawners and disable respawning, perhaps.What mod is this, anyways? Link to comment Share on other sites More sharing options...
SKKmods Posted April 3, 2023 Author Share Posted April 3, 2023 I dont use F4SE either for xbox compatibility. SKK mods are no hacks vanilla base game compatible because engineering elegance. Which mod ? All of my actor replacement solutions have used exactly the same scripted removal and replacment methods since 2018: 4-76 OpenWorld, Feral Replacement System, Replace Any Actor with Any Actor, Commonwealth of Decay ... some others but cant remember 'em all. Link to comment Share on other sites More sharing options...
Fantafaust Posted April 3, 2023 Share Posted April 3, 2023 Well I hope you can find a way to deal with this issue, assuming it is a real issue. I was going to throw out player ownership as a kind of hail mary, but I honestly don't know if player ownership excludes objectreferences from cell resets. If it does, this could be useful to you. Link to comment Share on other sites More sharing options...
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