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[LE] Quick Questions, Quick Answers


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Is there a way to reset a leveled actor by script? I have a leveled actor placed and I want to be able to reset the actor, so they're randomised again.

Reset() doesn't do that?

 

Although it isn't exactly perfect, you can always just replace it with a new reference of the same type, either by filling a property with PlaceAtMe or by creating a reference via quest alias. This way, you can refer to the new reference later if you want to disable/delete it and replace it again.

Edited by wormple12
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Is there a way to reset a leveled actor by script? I have a leveled actor placed and I want to be able to reset the actor, so they're randomised again.

Reset() doesn't do that? If so, I'm gonna put that as a note on the wiki.

 

Although it isn't exactly perfect, you can always just replace it with a new reference of the same type, either by filling a property with PlaceAtMe or by creating a reference via quest alias. This way, you can refer to the new reference later if you want to disable/delete it and replace it again.

 

 

Yea I thought about doing a straight replace but it opens it up to potential wonkiness. I'll try Reset() I didn't think of that thanks mate.

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Quick question about one specific detail about adding an MCM to my mod; do I need to click/load the SkyUI.esp file when selecting the data files when loading the CK? I know this is a small detail, but I can't seem to find an answer to this question on the MCM github page or even in DarkFox127's fairly detailed and very well made tutorial series. Any help is appreciated!

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Quick question about one specific detail about adding an MCM to my mod; do I need to click/load the SkyUI.esp file when selecting the data files when loading the CK? I know this is a small detail, but I can't seem to find an answer to this question on the MCM github page or even in DarkFox127's fairly detailed and very well made tutorial series. Any help is appreciated!

No. The interactions are provided through the scripts so that you don't need a dependency like that.

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Can TESEdit attach scripts to quests?

 

The simple answer is going to be no. What you *can* do is likely not what you are trying to do.

 

If you want to copy the VMAD data from another compatible object (another quest as you describe) and want it basically verbatim then yes. If you want to customize things more drastically then no not really. You can't do anything except change the values of the VMAD sub record or remove parts of it. If you need to add properties to it then just no. Trying to do any complex editing to a quest in xEdit is just painful in any fashion. You're much better off doing it in CK.

 

If you for some obscure reason are unable to run CK, I'd say you need to look into that and resolve that problem. There's likely other things wrong with your computer if that's the case.

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