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I need help


stratopwn3r

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Ok so ,

Can you make an item reaspawn if it is not in a container but in the cell?

 

can any one help me?

 

 

If it is an item that is native to the game (not from a mod) then you can spawn more of them by using the item ID code with the "additem" command in the console. Tell me what the item is and I will try to find the ID code for you.

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Generally, items that are placed outside of a container only respawn once the cell has been totally refreshed. The methods getting around this, so that it happens more frequently, are largely dependant on what sort of item you wanted to respawn, and how you wanted that item to react when being taken, as well as what cell the item was in.
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Wait, if I wrote a script that when activated dropped an item I could use that right?

Not exactly. spawning items in world using scripts is always a touchy area because every time that item is created it gets recorded in the game. As I had said, it would depend largly on what sort of situation you were working with here. One solution might even be to have a specially scripted item placed in world which would be disabled, and add a related item to the player. Then you could just use another script to re-enable the particular item after a certain amount of time. Additional scripting can even be used to allow for theft handling (moving the item to the owner NPC, then the player with ownership flags preserved).

 

A less flexible, but more definite method would be to use the system that is made for resetting Oblivion planes to reset the cell once the player leaves. While this will enable the entier cell to be refreshed, since the cell needs to be reset soon after the player leaves (to avoid issues with entering an actual plane of oblivion), the usage is really limited. It also has the downside of reverting everything else in the cell, which in the case of a shop, or anywhere within a town can prove to be very hazardous. This method is really only practical for dungeons or related areas where you can have other things in place to control how often the player can walk back in.

 

The only real downside with the specially scripted items is that it requires quite a bit more scripting, and there will be some slight delay to activating depending on how much you need to happen when the player picks it up.

 

You really might just be best off using the normal systems that exist within the game to control the replacement of the item. If the cell hasn't been visited for more than 3 days, and many other cells have been loaded, the cell will revert to an initial state. This actually makes more sense in the case of a shop since a shop owner wouldn't just replace something that was on display soon after it was stolen. As is stealing makes it too easy to get things.

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