SKKmods Posted February 21, 2018 Posted February 21, 2018 Does the Create ref to object [temp] flag actually do anything, and if so what ? I have been playing around to see if quest spawned objects will be cleared when a mod is removed without the quest being stopped. Was hoping that the temp flag would help, but it doesn't and the spawned ObjectRefs still hang around. Alternative: is there a base game script that will set a quest stage on activation so I can trigger Quest.Stop() on PS4 ?
JonathanOstrus Posted February 21, 2018 Posted February 21, 2018 (edited) If you can get the quest to run a self stop or complete/fail in some way you can use DefaultRefOnActivate. That will let you specify a quest and stage to set on activation. As for created refs. Temp should make them temporary non persistent once the alias is cleared/quest stopped. Though if it's a vanilla base form it will remain after a mod is removed until the cell resets. Edited February 21, 2018 by BigAndFlabby
SKKmods Posted February 21, 2018 Author Posted February 21, 2018 (edited) perfect, thanks B&F Looks like DefaultAliasOnActivate can set a stage to trigger DefaultQuestShutdownScript timer. Edited February 21, 2018 by SKK50
SKKmods Posted February 22, 2018 Author Posted February 22, 2018 Update for posterity (as the DefaultAliasOnActivate attached to a RefAlias) doesn't fire consistently. To manually trigger stop quest to clean up a mod using default PS4 compatible scripts: Activator > DefaultRefOnActivate > Quest > DefaultQuestShutdownScript
JonathanOstrus Posted February 22, 2018 Posted February 22, 2018 Erm sorry I thought you were putting the script on an object being placed in the world. Not the alias.
SKKmods Posted February 22, 2018 Author Posted February 22, 2018 (edited) Yes I tried DefaultAliasOnActivate on the alias because it looks neater but is inconsistent. DefaultRefOnActivate on the object works better. Edited February 22, 2018 by SKK50
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