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ArrayofActorBases


ubuntufreakdragon

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No :( I wish there was as we could then pickup mod-added forms too.

 

You can create a new formlist and drag all the vanilla baseforms into it though.

Ok bad News. That was the idea, handle all actors with one mod, even if they belong to other mods.

May be I must touch this balancing perk used by all NPC´s and the player containing the effects of each ability.

But I´ve jet another question. Is a way to handle a reference created by one mod via script by another mod, without having one of them being parrent of the other.

Edited by ubuntufreakdragon
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But I´ve jet another question. Is a way to handle a reference created by one mod via script by another mod, without having one of them being parrent of the other.

 

It depends on what you mean.

Virtually any object that's in the game can have a script dynamically attached to it with a MagicEffect or Quest Alias.

 

If you want to have an optional hardcoded ref to a form, then you may have to wait for SKSE [isModLoaded(), GetModIndex()] with Game.GetForm()

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