Jump to content

Completely reset cell and scripts inside on EVERY load.


Recommended Posts

Hey guys, how can I make a cell and scripts inside, completely reset EVERY single reload?

 

I've tried the Reset() function, but I'm not having much luck with it. Doesn't seem to do anything. I've tried calling it in many different ways with no avail.

 

As I understand it, when you call the Reset() function, it flags the cell to reset when it is next loaded. Which is what I'm trying to do.

 

In my main script (Which is a script attached to a button that the player presses) I've tried Reset() in the OnLoad() function. I've tried the following:

Reset()
GetParentCell().Reset()
Self.Reset()

None of these seem to do anything.

 

 

Link to comment
Share on other sites

If you haven't already you might want to read https://www.creationkit.com/index.php?title=Cell_Reset I realize it's for Skyrim but the basics still apply to Fallout 4 as well. If the cell you're trying to reset is in an Encounter Zone that is flagged as no reset, it won't reset. There's no way to do it without editing the Encounter Zone and removing the no reset flag. Beyond that the page might shed light on why it may not be working otherwise.

Link to comment
Share on other sites

@cypher'12

 

howdy!

I assume this is something to do with your awesome trains/buses for FO4 mod?

if we had some more context on what it was for, our feedback can be honed so as to be of more use hehe.

perhaps, it is something to do with the 'slot-cars'/'train comptrolling' so as theres no 'traffic jams'/

it only runs the train sim in the cell the player is presently in?

 

anything I can do to assist such awesomeness is the least I can do hehe.

while my own FO4 mod fu is not particularly great,

I recommend asking SMB92 how they resolved some similar issues.

 

I also recommend checking out this thread;

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

 

 

 

and, heed Chucksteel's and Shavkacagarikia's warnings,

try to avoid global-scale stuff like that hehe.

 

BlahblahDeeBlahblah had a couple ideas for that too,

as has FiftyTifty.

Greekrage's elevator ideas,

as well as darthwayne, ddproductions, and amazinTom's elevators,

and ruadhan2300's teleport network,

I think you'll find interesting approaches for that stuff.

 

-----

with the new '.esl' framework and the next interoperability patch,

It'd be awesome if the sim run was just a 2D-3D "slotcars" animation,

like glocalAM etc and AHaH, Dr Nugent at KNOWM has some ideas for that,

and a few snippets for an AGIXML driver of sorts...

 

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...