GisleAune Posted February 18, 2012 Share Posted February 18, 2012 So, I made a simple mod to practice scripting. All it does is once on an OnLoad for every single Nirnroot, a point light is placed at it (x, y, z+64) and will emit until taken. I also reenable in on OnReset(), but I have to test it. So how do I make a plant in the world respawn? Link to comment Share on other sites More sharing options...
Kalva Posted February 18, 2012 Share Posted February 18, 2012 Well.. For testing purposes you could also increase the rate at which Nirnroot respawns in-game.. Say to a few in-game hours? Then I think you could probably just use the wait function for that amount of time. *shrugs* I'm honestly not completely sure if that'll work or if you'll have to reload the cells by exiting and coming back so it can refresh. Link to comment Share on other sites More sharing options...
GisleAune Posted February 18, 2012 Author Share Posted February 18, 2012 How do I set the time it takes to respawn? I am attaching my script to TreeFloraNirnroot01. Link to comment Share on other sites More sharing options...
Kalva Posted February 18, 2012 Share Posted February 18, 2012 I can't lie.. I've got no idea. Link to comment Share on other sites More sharing options...
GisleAune Posted February 18, 2012 Author Share Posted February 18, 2012 (edited) I have another problem, does script added only affect Nirnroot that weren't loaded before my plugin was activated? (i.e. When I made this shit) I added messageboxes and they only worked when Nirnroot were discovered. I tried OnLoad, OnCellAttach and OnCellLoad, all which only worked on newly discovered nirnroot, and not those which the character have already been close to. Edited February 18, 2012 by GisleAune Link to comment Share on other sites More sharing options...
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