kinnairdclan Posted June 25, 2019 Share Posted June 25, 2019 Hi all, I'm making a mod that allows a couple beloved Skyrim homes to stop being owned by previous hostile inhabitants after the Dragonborn has killed them. I'm open to suggestions of more houses, but currently I'm focusing on Anise's Cabin and Drelas' Farmhouse, in each of which everything is marked as "Steal" instead of "Take" due to cell ownership. The idea is that once and only once Drelas or Anise are killed, every object in the exterior and interior of their houses becomes unowned and open to safe manipulation by the player. I've got the ownership fix on Actor death settled and tested. I've also allowed the player to arrive at the houses long after killing these actors and trigger the change the ownership of stuff mid-playthrough. There's a slight problem though -- containers with "Respawns" checked in their base references. In the CK, these container refs have "Respawns" selected but greyed out -- looking up documentation on the UESP I see that means that in the case of Anise's cabin exterior (interior is all good because its Encounter Zone is set to "Never Resets") objects will respawn every ten days regardless of ownership. In the case of Drelas, I need to somehow touch the EncounterZone for DrelassCottage to set "Never Resets" to true, but the CK wiki doesn't list this as something that's doable--is it just a case of an undocumented boolean that can be set or if its not documented in the CK wiki does it really not exist? I really didn't want to create new references or mod cells by default but rather wanted to include what gets changed in my mod's scripts to make the mod simpler and cleaner. Am I stuck with having to copy each ref with a new object with a new base reference as part of my mod? p.s. please redirect me if I'm in the wrong place, thanks! Link to comment Share on other sites More sharing options...
maxarturo Posted June 25, 2019 Share Posted June 25, 2019 Altering the "Respawn" of the container will be considered as a "Dirty Edit" (and it is), meaning that any other cell using the same container will also get this "Edit". Doing it for that particular container can't be done without "edit base". The best and cleanest way to do this is : - On "Actor's death" disable the container and in its place enable the replacable one (your container). Link to comment Share on other sites More sharing options...
kinnairdclan Posted June 25, 2019 Author Share Posted June 25, 2019 Thanks for the reply, I certainly wasn't planning on altering base refs for my mod, good point nonetheless! Sounds like making a bunch of new objects in the CK and doing a enable/disable switcheroo is the way to go. Bummer! Thanks guys. Link to comment Share on other sites More sharing options...
Recommended Posts