viking99 Posted March 10, 2011 Share Posted March 10, 2011 (edited) Hi I am looking for a way to respawn the creatures in a dungeon if they have already been killed. Can anyone tell me how to do it or perhaps show an exampel of a script or pointing to a vanilla script that do just that? I have looked long and hard but I can´t find the correct vanilla script for it. I did use setZoneRespawns xxx 1 in an area trigger but geck won´t let me save it. I Have doubble checked spelling and checked the trigger in cipscis script validator. any ideas? Viking99 edit: the complete script looks like this everything works but when I add the setZoneRespawns command it is inpossible to save it. SCN HMDukeTriggerSCRIPT short addOnce Begin OnTriggerEnter Player If GetQuestRunning HMQ4 == 1 && addOnce == 0 DukeREF.addItem HMWeaponScoutRifle 1 DukeREF.addItem lootAmmo308 1 DukeREF.addItem ArmorCombat 1 DukeREF.addItem HatNCR1stReconBeret 1 DukeREF.removeItem ArmorMetal 1 DukeREF.removeItem ArmorMetalHelmet 1 DukeREF.removeItem lootAmmo556mm 1 DukeREF.removeItem WeapNVServiceRifle 1 setZoneRespawns 1ENeonSignFactory 1 set addOnce to 1 endif end Edited March 10, 2011 by viking99 Link to comment Share on other sites More sharing options...
davidlallen Posted March 10, 2011 Share Posted March 10, 2011 a. download and use "geck powerup" to see syntax errors in your scripts.b. setzonerespawns takes an encounter zone name, not a cell name. Link to comment Share on other sites More sharing options...
viking99 Posted March 10, 2011 Author Share Posted March 10, 2011 (edited) a. download and use "geck powerup" to see syntax errors in your scripts.b. setzonerespawns takes an encounter zone name, not a cell name. A Thanks that´s good advice. B Looking in the geck in the object window I only see a few encounter zones so where are the rest? Edited March 11, 2011 by viking99 Link to comment Share on other sites More sharing options...
viking99 Posted March 11, 2011 Author Share Posted March 11, 2011 (edited) I have managed to solve most of the problems. But there is a few remaining problems? I would prefer to respawn the area on a trigger outside the building the make sure the player have to fight to complete the mission. The standard respawn time is 73 hours so that will not be quick enough. Is there a way to change the respawn time for an encounter area? One of the NPC is a uniqueRef and he won´t respawn is there a script to resurect him or should I use a script to place and activate him once again? viking99 Edited March 11, 2011 by viking99 Link to comment Share on other sites More sharing options...
PaladinRider Posted March 11, 2011 Share Posted March 11, 2011 You can attach a begin OnDeath block that resurrects the NPC when killed. Link to comment Share on other sites More sharing options...
davidlallen Posted March 11, 2011 Share Posted March 11, 2011 It sounds like you want to manually spawn some creatures when an event happens. Can you place new creature markers, set them initially disabled, and then when the event happens (the player enters, or player is about to leave your area) then enable the markers? Link to comment Share on other sites More sharing options...
viking99 Posted March 14, 2011 Author Share Posted March 14, 2011 (edited) I solved the problem by creating another ref and disabling the first one. I attached the script to a book.the script:begin OnAdd player DukeREF.disable 1 HMDukeREF.enable 1 setZoneRespawns HMNeonSigns 1 player.RemoveItem HMRespawnQ4 1 HMDukeREF.addItem HMWeaponScoutRifle 1 HMDukeREF.addItem lootAmmo308 1 HMDukeREF.addItem ArmorCombat 1 HMDukeREF.addItem HatNCR1stReconBeret 1 HMDukeREF.removeItem ArmorMetal 1 HMDukeREF.removeItem ArmorMetalHelmet 1 HMDukeREF.removeItem lootAmmo556mm 1 HMDukeREF.removeItem WeapNVServiceRifle 1 end works perfectly. Edited March 14, 2011 by viking99 Link to comment Share on other sites More sharing options...
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