Jackax Posted July 10, 2017 Share Posted July 10, 2017 I'm currently fixing bugs in and adding features to a necromancy mod that I downloaded and am trying to store the stats (aggression, assistance, confidence, morality, teammate status, and ignorefriendlyhits status) of a reanimated actor. My current system is inadequate because it only restores the actor's stats if they die because of a player-triggered menu action and I would like for stats to be restored upon any death. Active effects are removed from reanimated actors on load screen, forbidding an effect that stores stats onEffectStart and restores them onEffectFinish, and while quest aliases could solve this problem, they would also limit the amount of actors that can be reanimated. So I'm trying to attach a script to the reanimate spell effect (testing with ReanimateFFAimed75, which is the effect for Dread Zombie) but it turns out that when this spell is cast, both the caster and the target are the player. This may simply be how the Reanimate effect archetype has been hardcoded, but it would be helpful if anyone knows how I could access the reference that is being raised by the spell. Thanks. Link to comment Share on other sites More sharing options...
XN0X0neX Posted July 11, 2017 Share Posted July 11, 2017 Wouldnt that be done by declaring the target in the condition of the oneffectstart then declaring them as the objectreference under that? Link to comment Share on other sites More sharing options...
XN0X0neX Posted July 11, 2017 Share Posted July 11, 2017 (edited) Actually nvrm im not sure if that can be done through a spell at all. Idk thats not my field of excellence. Edited July 11, 2017 by XN0X0neX Link to comment Share on other sites More sharing options...
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