unknownhero2827 Posted September 27, 2015 Share Posted September 27, 2015 For an actor like a bandit, is there a way for me to set it as essential, or rename it, without affecting all bandits with the same base? I am wondering because SetAV modifies an actors base, but recently I found that ForceAV only modifies the selected reference. Link to comment Share on other sites More sharing options...
Surilindur Posted September 27, 2015 Share Posted September 27, 2015 Well I have not found a way to rename single references to a base object without renaming all references to the same base object, as well. But for essential status, have you tried the SetRefEssential command? Something like (cannot remember exactly): <reference>.SetRefEssential <essential:bool>Essential status works with 0 and 1, and only affects single references, I think. Might require OBSE (I do not remember if it does). Link to comment Share on other sites More sharing options...
unknownhero2827 Posted September 27, 2015 Author Share Posted September 27, 2015 Yes, I've tried SetRefEssential, and it does affect the base object. At least, if "SetRefEssential 1" is how you type it in the console with the actor selected. Oh well. Link to comment Share on other sites More sharing options...
Surilindur Posted September 27, 2015 Share Posted September 27, 2015 (edited) It does affect? Oh my. I have not noticed that... now I need to rethink my follower management mod again. At first, I had to remove the renaming feature because it renamed the base object. And now I need to remove the essential toggle because it also affects the base object? :facepalm: Are you sure it affects the base object? I found it in OBSE command doc and it mentions ref, not base object... hmm. http://obse.silverlock.org/obse_command_doc.html Edit: I have not used it from the console, come to think of it, only in scripts. Edited September 27, 2015 by PhilippePetain Link to comment Share on other sites More sharing options...
unknownhero2827 Posted September 27, 2015 Author Share Posted September 27, 2015 I've tried it with a dialogue result script, too, with the same result. If I have two actors with the same base, spawned with PlaceAtMe, and I make one of them essential, through dialogue or the console, they both become essential. But, test it out yourself. Maybe I'm doing something wrong. I'd be thrilled if you get a different result. Link to comment Share on other sites More sharing options...
QQuix Posted September 27, 2015 Share Posted September 27, 2015 (edited) Confirmed. It affects the Base Object. If you check the CS you will see that the Essential flag in on the Base Object window and not on the Reference window. This is a sure way to tell whether an attribute applies to one or the other. No exceptions, AFAIK [EDIT: oops . . . Actor Values are exceptions, of course, or else, if one died, all die] I added a note to the WIKI Edited September 27, 2015 by QQuix Link to comment Share on other sites More sharing options...
unknownhero2827 Posted September 27, 2015 Author Share Posted September 27, 2015 Hmm I see. Thanks for the feedback. Link to comment Share on other sites More sharing options...
Surilindur Posted September 27, 2015 Share Posted September 27, 2015 Thank you, QQuix. Now I need to remove the essential toggle, as well. But good to know that. The documentation definitely did make it seem as if it would only change the status of a single reference. :( Link to comment Share on other sites More sharing options...
QQuix Posted September 27, 2015 Share Posted September 27, 2015 Usually, functions that apply to Base Objects may be called on a reference, but also give the alternative of passing the Base Object, instead. e.g. reference.GetName object:ref I don`t know why this syntax was not implemented for SetRefEssential. My guess is that, as the original SetEssential applies only to Base Objects, the OBSE team implemented this one to complement it, with the `ref` in the name.. Link to comment Share on other sites More sharing options...
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