Noggog Posted September 11, 2011 Share Posted September 11, 2011 (edited) I was wondering if anyone could help me understand what this script does, and if it is still usefull/necessary to have on all the daedra LLists. The script in question is DaedraLeveledListSCRIPT (0000A8EE) scn DaedraLeveledListSCRIPT ; this script marks the leveled lists as destroyed when the parent is destroyed short doOnce ref myParent short tempdestroyed short temphaveparent begin OnLoad set doOnce to 0 end begin gamemode if doOnce == 0 set doOnce to 1 set myParent to GetParentRef if myParent > 0 set temphaveparent to 1 if myParent.getdestroyed == 1 setdestroyed 1 set tempdestroyed to 1 else setdestroyed 0 set tempdestroyed to 0 endif endif endif end Currently, I have a mod that manages LLists. As a precaution it ignores (doesn't manage) any LList that has a script, as it could do special things that I don't forsee and might screw up. However, this means it manages almost NO daedra LLists because of this script... but this script seem very useless.It seems like it might have been an early attempt at LList garbage collection that was depreciated. If it is indeed useless, I would like to be able to mark it as a "safe script" and manage LLists with it in my mod. Any ideas as to whether it's safe to remove? Edited September 11, 2011 by Leviathan1753 Link to comment Share on other sites More sharing options...
troybayliss Posted September 13, 2011 Share Posted September 13, 2011 NOT useless. Leveled lists that have this script are mostly used with oblivion gates as a parent reference. When a gate is closed it is set as destroyed, the script check that and in case destroys the list too so daedra stop spawning. Link to comment Share on other sites More sharing options...
Noggog Posted September 13, 2011 Author Share Posted September 13, 2011 (edited) Thanks for the reply, but I'm still wondering if it's useful. Why would the LList keep spawning if the gate that contained its spawnpoint was non-existent? The only time spawnpoints spawn their LLists is when the cell is reset and the PC enters for the first time, which would never happen if the gate was closed, non-existent, since the PC couldn't re-enter. I interpret to script as saying: "if you enter the area and it is non-existent, don't spawn anything." Which is an impossible paradox. Also, what does destroying a LList even do? LLists are just "lists" referred to by spawnpoints to find out what they should place. The spawnpoint is what should be deleted.Deleting a LList, in my understanding, would mean no other spawnpoints that used it could spawn. Are you seeing something I'm missing? Edited September 13, 2011 by Leviathan1753 Link to comment Share on other sites More sharing options...
troybayliss Posted September 13, 2011 Share Posted September 13, 2011 Here is how Tamriel gates works:- initially they are disabled, all spawning points related to the gate are disabled too and all is green and beautiful- at random times they open, which means that they pass to ENABLED state- all objects that have the gate as a parent reference pass to enabled state too; so the spawning points related to the gate start to pour out daedra- after you close the gate, it is in DESTROYED state, but still ENABLED, so its spawning points are enabled too: daedra keeps pouring out- that script sets to DESTROYED state the spawning point (not the list in itself, but the reference based on that list) the next time you load that cell; a destroyed spawn point acts as a disabled one: no more daedra Link to comment Share on other sites More sharing options...
Noggog Posted September 14, 2011 Author Share Posted September 14, 2011 (edited) Ah.. I get the picture. It's for the lists around the entrance to the gates.. not inside them. 8)Wasn't thinking about those, 8o Awesome, thanks a ton!Kudos! Edited September 14, 2011 by Leviathan1753 Link to comment Share on other sites More sharing options...
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