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Special Bow Enchantment


PanzerOfGod

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Yes, that is a bit similar... but this deer is only part of a larger mod (and by the way if you were wondering, hirc is short for hircine, so the deer part of it does resemble your mod in the sense that it also involves a daedric god. I assure you the similarities are coincidental.) I read on the CS wiki that placeatme objects may or may not really be removed, which is why I chose not to risk it and went with moveto instead. I'm fine with the extra complications though, I always work out these types of things eventually.

 

Also, would you mind if I took a look at your scripts and AI and such for the sheep to get some ideas?

By all means, I uploaded it so that people could look at it. It was an example of how to use faction ranks to control multiple things through scripting. As far as I know, using removeme works on both NPCs and activators. It was using disable that caused the references to remain, and increase your savegame size, though this may have been fixed as a result of the form ID thingy. Using a persistant reference like that really only makes sense if you need to keep track of the inventory, or special characteristics of that NPC which would be changed every time it was (re)spawned.

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Yes, that is a bit similar... but this deer is only part of a larger mod (and by the way if you were wondering, hirc is short for hircine, so the deer part of it does resemble your mod in the sense that it also involves a daedric god. I assure you the similarities are coincidental.) I read on the CS wiki that placeatme objects may or may not really be removed, which is why I chose not to risk it and went with moveto instead. I'm fine with the extra complications though, I always work out these types of things eventually.

 

Also, would you mind if I took a look at your scripts and AI and such for the sheep to get some ideas?

By all means, I uploaded it so that people could look at it. It was an example of how to use faction ranks to control multiple things through scripting. As far as I know, using removeme works on both NPCs and activators. It was using disable that caused the references to remain, and increase your savegame size, though this may have been fixed as a result of the form ID thingy. Using a persistant reference like that really only makes sense if you need to keep track of the inventory, or special characteristics of that NPC which would be changed every time it was (re)spawned.

 

Thanks

And also, the deer doesn't respawn, he's essential.

 

One thing I need to know is: How do I place a marker for the deer to moveto to in his special (prison :ph34r: ) cell?

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Thanks

And also, the deer doesn't respawn, he's essential.

 

One thing I need to know is: How do I place a marker for the deer to moveto to in his special (prison :ph34r: ) cell?

Most of the internal stuff, markers, landmark points, northmarkers, are listed under the main static group, not one of the sub categories. I'd imagine that since those things are hard coded in the CS, they can't be put under a category. For future reference, those kinds of things are instantly loaded with the CS, this means you can locate them under the main heading easier by looking before you load the .esm or any mods.

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Thanks

And also, the deer doesn't respawn, he's essential.

 

One thing I need to know is: How do I place a marker for the deer to moveto to in his special (prison :ph34r: ) cell?

Most of the internal stuff, markers, landmark points, northmarkers, are listed under the main static group, not one of the sub categories. I'd imagine that since those things are hard coded in the CS, they can't be put under a category. For future reference, those kinds of things are instantly loaded with the CS, this means you can locate them under the main heading easier by looking before you load the .esm or any mods.

 

Thanks again, kudos to the both of you. :)

 

Now for the rest of the mod... :(

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