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Clone a REF without using base object?


Belthan

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I'm trying to make an activator that will clone an arbitrary object without knowing what that object is. It would have a script something like the following example. Obviously, this doesn't actually work because the "PlaceRefAtMe" function doesn't actually exist.

SCN CloneMachineSCRIPT
REF ThingToClone
BEGIN OnActivate
   PlaceRefAtMe ThingToClone
END

If some equivalent of the hypothetical "PlaceRefAtMe" function existed, the activator could then be used to make a copy of any persistent REF without knowing what it is, like so:

set CloneMachineREF.ThingToClone to SomeArbitraryREF
CloneMachineREF.activate player

Does anybody know of a way to simulate the behavior of that hypothetical "PlaceRefAtMe" function?

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A reference is an instance of a base object (form), therefore, when cloning an object, you essentially create a new instance of the same base form.

set CloneMachineREF.ThingToClone to SomeArbitraryREF.GetBaseObject
CloneMachineREF.Activate player

And then:

SCN	CloneMachineSCRIPT

REF	ThingToClone

BEGIN OnActivate
	PlaceAtMe ThingToClone 1
END
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You must use a base form with PlaceAtMe. There is no vanilla function that, given a reference, returns its base form (otherwise GBO would be redundant).

 

Unlike FOSE, NVSE is pretty much essential, with numerous A-list FNV mods requiring it. I wouldn't even consider it a "dependency."

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Thanks, at least that confirms my suspicion that there's no way to do it with vanilla APIs and I wasn't just missing something.

 

So does anybody have any stats on what percentage of users have NVSE? My own convenience notwithstanding, I'm not going to do something that would leave 20% of users out in the cold, but if it's just one guy and that guy is me, I'd consider it.

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Thanks, at least that confirms my suspicion that there's no way to do it with vanilla APIs and I wasn't just missing something.

 

So does anybody have any stats on what percentage of users have NVSE? My own convenience notwithstanding, I'm not going to do something that would leave 20% of users out in the cold, but if it's just one guy and that guy is me, I'd consider it.

 

I wouldn't worry about NVSE being a problem if you want the functionality you are going to be able add to the mod by using it.

 

I just added it to my mod in an update and expected the usual whining about script extenders as is seen in the Fallouts in general and I haven't gotten one single complaint about it. I was completely surprised. Players love to complain, as I'm sure you know, and not a single complaint. And the mod continues to add new players as well, so this isn't just old players accepting the addition of NVSE.

 

Jazz is right, I suspect, that it's not a problem because so many mods require it here in NV. (I updated in beta in March to let the players test for me, but the more or less final update has about 6500 unique downloads to give you a sense of scale for potential complainers).

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