TheWormpie Posted March 25, 2018 Share Posted March 25, 2018 (edited) 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 March 25, 2018 by wormple12 Link to comment Share on other sites More sharing options...
RichWebster Posted March 25, 2018 Share Posted March 25, 2018 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. Link to comment Share on other sites More sharing options...
candlepin Posted March 25, 2018 Share Posted March 25, 2018 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! Link to comment Share on other sites More sharing options...
cdcooley Posted March 25, 2018 Share Posted March 25, 2018 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. Link to comment Share on other sites More sharing options...
candlepin Posted March 25, 2018 Share Posted March 25, 2018 No. The interactions are provided through the scripts so that you don't need a dependency like that. Perfect. This is what I thought, but wanted to make sure before I possibly went down the wrong track. Thanks. Link to comment Share on other sites More sharing options...
Matterom Posted March 25, 2018 Share Posted March 25, 2018 Can TESEdit attach scripts to quests? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted March 26, 2018 Share Posted March 26, 2018 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. Link to comment Share on other sites More sharing options...
Matterom Posted March 26, 2018 Share Posted March 26, 2018 Yeah for some reason with my setup the CK was refusing to add scripts to my quest. i seem to be able to get it to work half the time now. Link to comment Share on other sites More sharing options...
candlepin Posted March 27, 2018 Share Posted March 27, 2018 If I wanted to make a specific action a crime (e.g. picking up a specific item/items) how would I go about doing that? Link to comment Share on other sites More sharing options...
TheWormpie Posted March 27, 2018 Share Posted March 27, 2018 If I wanted to make a specific action a crime (e.g. picking up a specific item/items) how would I go about doing that?Don't know if it actually alerts nearby guards and stuff like that, but you can try ModCrimeGold or SetCrimeGold on whatever crime faction you need. Link to comment Share on other sites More sharing options...
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