RbtRvltin Posted October 18 Share Posted October 18 I'm attempting to create a mod that, under certain conditions, removes an outpost entirely. This does not seem doable via manipulation of the Beacon Activator itself, and I don't see any vanilla functions that handle it. Is Papyrus even able to interface with the Workshop/Outpost system in this manner? If so, where would I start looking? Thanks! Link to comment Share on other sites More sharing options...
SKKmods Posted October 18 Share Posted October 18 I believe the author of this https://www.nexusmods.com/starfield/mods/10682 looked into it and found no native script functions that would do it. Link to comment Share on other sites More sharing options...
RbtRvltin Posted October 19 Author Share Posted October 19 Interesting, thank you for pointing that out! It's a little funny that he could remove everything *but* the beacon. To sort of answer my own question for anyone else looking here, I am now fully convinced that it is impossible, so I went with a method that warns the player, puts the beacon into an alias, registers for OnWorkshopObjectRemoved, and waits for the player to do it themselves, lol. It ended up here (I'll add some more documentation later): https://www.nexusmods.com/starfield/mods/12136?tab=description Link to comment Share on other sites More sharing options...
aurreth Posted October 19 Share Posted October 19 3 hours ago, RbtRvltin said: It's a little funny that he could remove everything *but* the beacon. The beacon is a little more complicated than removing a static or packin. Scripts have to be stopped, markers removed, NPCs disassociated from the location, etc. There's a lot of stuff tied to the beacon, which means even moving it can occasionally cause problems, much less removing it. Link to comment Share on other sites More sharing options...
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