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The walking dead deathclaws.


devinpatterson

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Let's make sure we are talking about the same thing. If you have an object named foo, the name fooref does *not* automatically exist. You must give it that name. It may be that you have an object Enclave0GunAFDead, and you used Enclave0GunAFDeadRef and expected it to work. Unfortunately that is not the case. You must find the instance in the cell window, edit the instance, and give it this name. Similarly, writing 01000DCFREF, given an object id of 01000DCF, will not work. Adding "ref" is a convention for readability. Geck doesn't enforce that and it does not automatically give any name to an instance. Anyway just "kill" seems to have solved your problem.
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Let's make sure we are talking about the same thing. If you have an object named foo, the name fooref does *not* automatically exist. You must give it that name. It may be that you have an object Enclave0GunAFDead, and you used Enclave0GunAFDeadRef and expected it to work. Unfortunately that is not the case. You must find the instance in the cell window, edit the instance, and give it this name. Similarly, writing 01000DCFREF, given an object id of 01000DCF, will not work. Adding "ref" is a convention for readability. Geck doesn't enforce that and it does not automatically give any name to an instance. Anyway just "kill" seems to have solved your problem.

 

I do have an object named Enclave0GunAFDead. Let me see if I understand correctly. So I can't simply use Enclave0GunAFDead.Kill, I have to edit Enclave0GunAFDead to Enclave0GunAFDeadRef then I can use Enclave0GunAFDeadRef.kill? OK I will try that first chance I fire up the geck.

 

Even though the kill script works great, I suspect I will be running up against this problem again, later in the mod, and I really appreciate you walking me through it.

 

BTW there is a command IsInInterior. It will return a 1 if the ref is in an interior cell. So I think I can use that for the brahmin train, just have to figure out how to get it to call a wait variable that's in their script, BEFORE they enter the interior cell. They usually take a second or two to appear anyway, so maybe I can check each time the player enters a new cell and if it's an interior the bramin just go into sandbox mode.

Edited by devinpatterson
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I do have an object named Enclave0GunAFDead. Let me see if I understand correctly. So I can't simply use Enclave0GunAFDead.Kill, I have to edit Enclave0GunAFDead to Enclave0GunAFDeadRef then I can use Enclave0GunAFDeadRef.kill?

I am pretty sure we are using common words in slightly different ways. An "object" appears in the object window, not in the render or cell view windows. I am using the word "instance" to describe things in the cell view or render window. You define one "object" such as a stimpack, in the object window. Then you place many instances, perhaps hundreds of different instances, in the render window. When you double click on an instance, you get the dialog box labeled "Reference", in which the top field is labeled "Reference Editor ID". The text for this field may be blank.

 

Suppose you have an object named foo, and you place an instance of it in the render window. By default it has no "reference editor id". If you put "foo.kill" into a script it won't do anything. You can't kill an object, only an instance. To kill by name like this, you need to give the instance a reference editor id. By convention, you may decide to give it a name "fooRef". Then you can do fooRef.kill on the instance. Note that if you have multiple instances of the object, you can't use the same reference editor id for all of them; each instance must have either no name, or a unique name.

 

I hope this is helping. Basically I am pretty sure you were either trying to kill an object, or else you were assuming that the instance had a useful default name.

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I am pretty sure we are using common words in slightly different ways. An "object" appears in the object window, not in the render or cell view windows. I am using the word "instance" to describe things in the cell view or render window. You define one "object" such as a stimpack, in the object window. Then you place many instances, perhaps hundreds of different instances, in the render window. When you double click on an instance, you get the dialog box labeled "Reference", in which the top field is labeled "Reference Editor ID". The text for this field may be blank.

 

Suppose you have an object named foo, and you place an instance of it in the render window. By default it has no "reference editor id". If you put "foo.kill" into a script it won't do anything. You can't kill an object, only an instance. To kill by name like this, you need to give the instance a reference editor id. By convention, you may decide to give it a name "fooRef". Then you can do fooRef.kill on the instance. Note that if you have multiple instances of the object, you can't use the same reference editor id for all of them; each instance must have either no name, or a unique name.

 

I hope this is helping. Basically I am pretty sure you were either trying to kill an object, or else you were assuming that the instance had a useful default name.

 

Yep you were right on the money, worked great. Although I'm a little surprised that the hex right next to the Reference Editor ID (in the cell view) didn't work. But you were right the first two were variations on the object base (Enclave0GunAFDead.Kill & Enclave0GunAFDeadREF.Kill with REF part just a red herring), the 2nd two were the hex for the object id (01000DCE) and the hex for the ref. id (01000DCF). Once I changed the Ref ed id to Enclave0GunAFDeadREF and made the reference persistent (thank god for power up) the script compiled fine.

 

Yes this is definitely helping quite a bit, and I appreciate it. I hope to be able to give back, since I'v downloaded more than my fair share of mods. And the scripting is absolutely essential for the things I want to do. Thank you very much.

 

BTW is there any info on why the Hex next to the Reference Editor ID can't be used (won't compile).

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