Jump to content

How to detect when player enters a new cell?


dagobaking

Recommended Posts

Ok, so, that OnCellLoad is member of objectreference script and can't be used from script extending quest. you register for it remotely https://www.creationkit.com/fallout4/index.php?title=Remote_Papyrus_Event_Registration, or make new player alias, attach new script and use that event from there. BUT thats not reliable event for what you want, game usually holds some cells in memory, the ones you visited recently and even if you use load door, the cell you enter already can be in memory. So I wouldn't suggest to use that event. instead take a look at this workaround:

https://www.creationkit.com/index.php?title=Detect_Player_Cell_Change_(Without_Polling)

Link to comment
Share on other sites

Ok, so, that OnCellLoad is member of objectreference script and can't be used from script extending quest. you register for it remotely https://www.creationkit.com/fallout4/index.php?title=Remote_Papyrus_Event_Registration, or make new player alias, attach new script and use that event from there. BUT thats not reliable event for what you want, game usually holds some cells in memory, the ones you visited recently and even if you use load door, the cell you enter already can be in memory. So I wouldn't suggest to use that event. instead take a look at this workaround:

https://www.creationkit.com/index.php?title=Detect_Player_Cell_Change_(Without_Polling)

 

Thank you!

 

That helped. I had tried RegisterForRemoteEvent. But, I was listening to the playerRef. So, thought it should be on "Actor.OnCellLoad". When I changed it to ObjectReference it worked.

 

Good to know about not firing on loaded cells. Will test to see how it goes. Doesn't need to be precise for my use.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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