xkkmEl Posted May 1, 2023 Share Posted May 1, 2023 Nicedude is talking about the "Tags for this Mod", at the top of every mod page, in the 'objects' section. Sorry I don't actually have an answer! :-/ Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 1, 2023 Share Posted May 1, 2023 Tags for filtering? If the mod provides new clutter objects or modifications of clutter objects then it could be given that tag. I do not think it would apply to a mod that uses clutter objects. Example,Mod A changes the mesh and or texture of a basketMod B adds new piles of gold to be scattered aboutMod C places existing objects in a new dungeon Mods A and B could use the "Items - Clutter" tagMod C should not as the clutter is not the focus of the mod but rather the dungeon itself. Link to comment Share on other sites More sharing options...
nakednohman Posted May 25, 2023 Share Posted May 25, 2023 Hello, i have a quetion Does the STATE status of Papyrus reset on respawn? I want to create an activator that will never work again with that saved data once it gets to the "DO NOTHING" STATE. Link to comment Share on other sites More sharing options...
dylbill Posted May 25, 2023 Share Posted May 25, 2023 I don't believe states respawn. Once a script is in a state, it should stay in that stay until the GoToState function is used again. You might want to test it to be sure, and possibly make the activator a permanent reference so it doesn't respawn. Link to comment Share on other sites More sharing options...
nakednohman Posted May 25, 2023 Share Posted May 25, 2023 Thank you for the answer! I want to prevent the script from running so that it does not affect performance, so the state method may not be appropriate.I am planning two other methods: attach the script to the trigger box and do disable and none to the trigger box at the end of Event, and attach the script to the dialog of the quest. Link to comment Share on other sites More sharing options...
dylbill Posted May 25, 2023 Share Posted May 25, 2023 Gotcha. You could also make an invisible activator and make the visible one a static. Then after the script runs, disable and delete the invisible activator. Link to comment Share on other sites More sharing options...
nakednohman Posted May 25, 2023 Share Posted May 25, 2023 (edited) Thanks!For ease of explanation, I said activator, but it is actually a Static object. This script enables the Static object once the quest is completed.I was thinking of attaching a script to the xmarker to enable the Static object at the same time using "enable parent".But thanks to your post, I realized that there is a way to delete the xmarker with the script attached after enables the Static object using "LinkedRef". Quest Property anyQuest Auto int Property anyStage Auto Message Property EnableAchiveMessage Auto bool Property bStageMustBeDone = false Auto {false by default if true, look for GetStageDone anyStage if false, look for GetStage >= anyStage} ObjectReference myLinkedRef auto State waiting event OnLoad() myLinkedRef = GetLinkedRef() as ObjectReference if (bStageMustBeDone && anyQuest.GetStageDone(anyStage)) || (!bStageMustBeDone && anyQuest.GetStage() >= anyStage) gotoState("done") myLinkedRef.enable() self.Delete() self = None EnableAchiveMessage.Show() endif endEvent endState state done ; do nothing ; note: if ref is reenabled after this state is set, this script will not redisable it endState ah, self = None part could be wrong. I'm not sure if this part runs correctly as I'm writing this part myself. Edited May 25, 2023 by nakednohman Link to comment Share on other sites More sharing options...
dylbill Posted May 25, 2023 Share Posted May 25, 2023 Yes, self = None isn't necessary and won't even compile. The only reason to do that is to clear something from script memory. You could do myLinkedRef = none to clear it from memory, but you could also just put that property in the onLoad event. The only reason to hold that in script memory by defining it outside of the event is if you need to use it in other events. Like this: Quest Property anyQuest Auto int Property anyStage Auto Message Property EnableAchiveMessage Auto bool Property bStageMustBeDone = false Auto {false by default if true, look for GetStageDone anyStage if false, look for GetStage >= anyStage} auto State waiting event OnLoad() ObjectReference myLinkedRef = GetLinkedRef() as ObjectReference if (bStageMustBeDone && anyQuest.GetStageDone(anyStage)) || (!bStageMustBeDone && anyQuest.GetStage() >= anyStage) gotoState("done") myLinkedRef.enable() self.disable() self.Delete() myLinkedRef = None EnableAchiveMessage.Show() endif endEvent endState state done ; do nothing ; note: if ref is reenabled after this state is set, this script will not redisable it endStateAlthough using OnLoad is unreliable I've heard, so I would probably just enable your reference with a papyrus fragment on your quest stage. Link to comment Share on other sites More sharing options...
nakednohman Posted May 25, 2023 Share Posted May 25, 2023 Thank you for teaching me!I still didn't know how to use none lol.I intend to use this script for my own home, so I don't see a problem with OnLoad. Players are not in their house when they complete a quest stage. Link to comment Share on other sites More sharing options...
dylbill Posted May 25, 2023 Share Posted May 25, 2023 No problem, as long as it works for you that's what's important! Link to comment Share on other sites More sharing options...
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