Magicockerel Posted July 23, 2017 Share Posted July 23, 2017 Just to preface this, I'm pulling from my knowledge in modding Fallout 4. I've noticed that Fallout 4 has several conveniences that SSE doesn't appear to have, so it could very well be the case that an equivalent feature doesn't exist. Basically, I'm looking to alias all objects with the mineorescript. The issue is that there doesn't appear to be any equivalent to Fallout 4's Reference Collection Alias. That is, you're unable to alias every instance that matches the set conditions. Are the only workarounds that you create as many aliases as there are instances, or that you frequently restart the alias quest and alias the closest matching instances to the player? The first options impractical, and the second option's inefficient. I'd appreciate it if anyone could either point me to a more optimal solution, or let me know that these are my only options. I'm intentionally trying to avoid directly editing the vanilla mineorescript, as that can bring with it compatibility issues. I'm also aware that I could replace the default activate option with a perk, which I'll probably end up doing. I'm thinking ahead, though, as this can only substitute so much of the functionality that a RefCol Alias provides. Link to comment Share on other sites More sharing options...
cdcooley Posted July 23, 2017 Share Posted July 23, 2017 You've guessed the truth. There's no equivalent and you've considered all of the alternatives that I know about. Bethesda added quite a few very nice improvements to Papyrus for Fallout 4. Link to comment Share on other sites More sharing options...
Magicockerel Posted July 23, 2017 Author Share Posted July 23, 2017 Yeah... that's unfortunately becoming more apparent each time I go back and take a look at modding SSE/Oldrim. Still, thanks for letting me know the unfortunate truth. As someone that focuses on and will sacrifice for efficient solutions, Fallout 4's becoming much more appealing. You're apparently unable to check for the script attached to a target in SSE, and even replacing the default activator results in a MessageBox popup (even if there's only the one choice). Everything that could have gone wrong has gone wrong. I guess it's just not meant for SSE haha, it would have worked fine in FO4. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 23, 2017 Share Posted July 23, 2017 And it's said improvements that bother me so much with Skyrim going 64. All they did was update the CK's executable to run with SSE :( but did not bring over the improvements to papyrus or even to the CK itself. I don't see what would have been the trouble; they are wasting all this time milking Skyrim, so why not? /rant Link to comment Share on other sites More sharing options...
cdcooley Posted July 23, 2017 Share Posted July 23, 2017 It's been a little while since I worked with Perks but I believe you need to choose both the run immediately and override default action options to avoid the popup selection box. If they had updated Papyrus during the SE port they would have needed to rebuild many of the game scripts and would have broken many existing mods with scripts. But I still wish they would have done it. Link to comment Share on other sites More sharing options...
Magicockerel Posted July 28, 2017 Author Share Posted July 28, 2017 Oh okay, that makes sense, thanks :) I had other more fruitful ideas, so I didn't think to check myself. Sadly, they would have received much more backlash from updating Papyrus from the users that couldn't immediately use their favourite mods (or port them over themselves), and from mod makers that would have had to invest time to update their mods. I doubt that and the time required to actually update Papyrus and their own assets sounded too appealing. They could release Skyrim on like 10 more platforms in that amount of time :P Link to comment Share on other sites More sharing options...
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