Asterra Posted May 13, 2019 Share Posted May 13, 2019 (edited) About to dive into an important component of a mod I'm working on. I need to be able to know whether certain items that vanilla NV places throughout the game have been already picked up. Already, as in before the mod even gets installed (removing the option of detecting said items getting picked up at the time they were picked up). My brief tinkering has left me empty-handed for now. For example, let's take an apple. Apple's base object is 0x15196. But one is placed in Helios One (0xD7F7A). The placed object ref is 0xE3CC0. There is of course no ref name for the placed object -- just that number. I'd need the exact syntax for determining whether that ref, 0xE3CC0, has already been picked up by the player. Thanks for any pointers. Edit: While I'm here, there are further points I'm very confused about. Some objects placed in cells have unique ref names, and can be referenced directly in a script with the likes of GetDisabled. But I have found others which, despite ALSO having unique ref names, CANNOT be referenced directly in a script. Even if I get sneaky and add the ref to a form list and then ListGetNthForm to retrieve the form directly, it still "retrieves" "null". This is pointedly frustrating because I need to be able to figure out whether a certain thing has happened or not, and literally the only way to do so is by determining whether a given object has been marked for delete (gone). As far as I can tell, there is no way of figuring this out because the ref itself can't be referenced. Edited May 13, 2019 by Asterra Link to comment Share on other sites More sharing options...
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