NexBeth Posted May 29, 2015 Share Posted May 29, 2015 So the NPCs have nothing to do with a in-game NPC working soil plots? They are there to activate the soil plot and prevent the plot from resetting (thereby preventing loosing your garden)? Thanks for the info, Xander9009. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted May 29, 2015 Share Posted May 29, 2015 I gather the main reason for the NPC is the Gift Menu. When you activate the soil is tells the PlanterNPC to show a gift menu with a filter of what's allowed to be added.Gift Menu only works on Actors and not Containers (eg: chest, barrel, satchel..etc). I don't think there is any other way natively that you can have an inventory menu working in a one way method without excess scripting..eg: Gift Menu you can have it as either give only or take only. Containers you can filter inventory, but it's two way, give and take. When looking at the HF Utility cell where the PlanterNPCs are housed, it's not flagged as a No reset Zone.Basically it's just a default cell same settings as when you create a new cell yourself.But since it's not flagged as public the game probably doesn't reset the cell (only guessing) Link to comment Share on other sites More sharing options...
Xander9009 Posted May 29, 2015 Share Posted May 29, 2015 That sounds right. I was thinking that if the cell was only to house the NPCs and had no other purpose, then why not just drop the NPC below the ground and disable them from moving. Then I considered that mannequins already have issues, plus area spells, and various other things. So, the utility cell isn't for cell resets, it's just to avoid any NPC behavior that the player could notice. And yeah, I couldn't remember which functions were NPC only, but the gift menu makes sense. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted May 29, 2015 Share Posted May 29, 2015 Basically I just created a Gift menu with soil plots, click the soil plot in the gift menu and the menu close and spawns a plantable soil plot in front of you.I have an empty utility cell that I spawn my own planter npc and sice you can't do linked ref via script dynamically I just filled properties in the script attached to the soil plot and the script attached planter npc on the fly as they are created. Seems to be working ok so far and it doesn't depend on Hearthfires DLC to work.But if it detects Hearthfires DLC then it will use Hearthfires plant formlists :smile: Link to comment Share on other sites More sharing options...
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