fadingsignal Posted July 3, 2014 Share Posted July 3, 2014 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! Link to comment Share on other sites More sharing options...
NorthHare Posted July 8, 2014 Share Posted July 8, 2014 (edited) 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 July 8, 2014 by NorthHare Link to comment Share on other sites More sharing options...
DDProductions83 Posted July 8, 2014 Share Posted July 8, 2014 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 inadd 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 Link to comment Share on other sites More sharing options...
Carnatics Posted July 19, 2014 Share Posted July 19, 2014 instead of all that just make the note an activator and place the activator and script something like begin onactivateplayer.addnote (or player.additem) xy end Link to comment Share on other sites More sharing options...
Terra Nova Posted August 8, 2014 Share Posted August 8, 2014 Cell edits are fine. It's only an issue if more than one mod edits the same object(s) or occupies the same space in a cell. Link to comment Share on other sites More sharing options...
fadingsignal Posted August 12, 2014 Author Share Posted August 12, 2014 I haven't had a chance to come back and check on this, thank you so much! This is all very helpful. Link to comment Share on other sites More sharing options...
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