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How can I spawn an object in an area without editing cell data?


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Hello! I'm working on a mod, and need to spawn a new note on a ledge in Whiterun, but do not wish to directly edit the Whiterun cell. I know the correct way to do this with NPCs is to make a custom cell, spawn them there, then make them travel to the location, to avoid edits. Is there something similar for objects/clutter?

 

Secondly, I want to make the note re-spawn once per day if it is picked up by the player, so it's always there. I'm more concerned about how to place the object without editing the cell.

 

Thank you!

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You could use PlaceAtMe to spawn the note whenever you wanted, but if the ledge is part of a bigger wall mesh, you'd have to make that entire wall the reference to spawn at and your note would probably end up on the floor or down the back of a piece of furniture. If the ledge already has an object on it, you could spawn it at that, but it may end up bouncing off an object that isn't flat and it'll end up on the floor again. You'd need to place a marker on the ledge to do it with any degree of accuracy.

 

 

 

Edit: typo

Edited by NorthHare
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Its probably easier than you think (90% of the CK is imo)

 

Make a new cell, put the note in it

Make a reference alias in a new quest and set the conditions to the player and isincell the cell you want the note to be in

add script tot he alias as a onaliasfill I think (Im winging it been sick so just look these up rofl)

And on alias fill add the propertys for your note AND the table you want to spawn the note on

 

note.moveto(table1, 0, 0, table1.getheight() + 40) ; Tweak as needed first 0 is x offset second is y so might need to tweak it

 

Something like that, might want to add another condition so when the alias fills again it doesnt happen like a int property and a if int == 0 do that then add 1 to it in the script (What I usually do)

 

That should keep from editing the cell as I do not think adding items as property's modifys vanilla cell sin any way

 

GL

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