Mktavish Posted March 25, 2020 Share Posted March 25, 2020 Well I guess it depends on if you want to turn off all the thug spawn places , or just particular ones. Looks like there is 9 trigger boxes based on this base object "VFSThugSpawningTrigger" that runs this script "VFSThugSpawningScript" In 2 different world spaces.Each has a linked ref (guessing they are all XmarkerHeadings) Which you can see the linked ref when clicking on the trigger box by the green/yellow line. And there is a chance to spawn 2 at each. So if you wanted to capture their ref-id upon their PlaceAtMe command. You could put a trigger box around them ( accounting for 2 spawning in)That runs a script to get Refs , checks them against their base-ID ( VFSFreesideThugRandom ) then disables them. Or if you want to disable them all in one fell swoop.Edit this line in the trigger script ... the green being what you add. set DaysSinceThugsShutoff to 0;GameDaysPassed - VFreeformFreeside.DaysSinceLastThugs But not really sure if that is not going to have down the road consequences.So the capture method with trigger boxes albeit more work , may be the preferred method. Link to comment Share on other sites More sharing options...
miriamsrg Posted March 26, 2020 Author Share Posted March 26, 2020 (edited) Edited March 26, 2020 by miriamsrg Link to comment Share on other sites More sharing options...
miriamsrg Posted March 26, 2020 Author Share Posted March 26, 2020 Well I guess it depends on if you want to turn off all the thug spawn places , or just particular ones. Looks like there is 9 trigger boxes based on this base object "VFSThugSpawningTrigger" that runs this script "VFSThugSpawningScript" In 2 different world spaces.Each has a linked ref (guessing they are all XmarkerHeadings) Which you can see the linked ref when clicking on the trigger box by the green/yellow line. And there is a chance to spawn 2 at each. So if you wanted to capture their ref-id upon their PlaceAtMe command. You could put a trigger box around them ( accounting for 2 spawning in)That runs a script to get Refs , checks them against their base-ID ( VFSFreesideThugRandom ) then disables them. Or if you want to disable them all in one fell swoop.Edit this line in the trigger script ... the green being what you add. set DaysSinceThugsShutoff to 0;GameDaysPassed - VFreeformFreeside.DaysSinceLastThugs But not really sure if that is not going to have down the road consequences.So the capture method with trigger boxes albeit more work , may be the preferred method. sorry, but how would i write the script for the trigger boxes Link to comment Share on other sites More sharing options...
miriamsrg Posted March 29, 2020 Author Share Posted March 29, 2020 Well I guess it depends on if you want to turn off all the thug spawn places , or just particular ones. Looks like there is 9 trigger boxes based on this base object "VFSThugSpawningTrigger" that runs this script "VFSThugSpawningScript" In 2 different world spaces.Each has a linked ref (guessing they are all XmarkerHeadings) Which you can see the linked ref when clicking on the trigger box by the green/yellow line. And there is a chance to spawn 2 at each. So if you wanted to capture their ref-id upon their PlaceAtMe command. You could put a trigger box around them ( accounting for 2 spawning in)That runs a script to get Refs , checks them against their base-ID ( VFSFreesideThugRandom ) then disables them. Or if you want to disable them all in one fell swoop.Edit this line in the trigger script ... the green being what you add. set DaysSinceThugsShutoff to 0;GameDaysPassed - VFreeformFreeside.DaysSinceLastThugs But not really sure if that is not going to have down the road consequences.So the capture method with trigger boxes albeit more work , may be the preferred method. i could still use some help with the script to get refs of a base object and disable them. ive been trying different things but im not very familiar with the specifics of scripting yet so any info would be useful Link to comment Share on other sites More sharing options...
Mktavish Posted April 7, 2020 Share Posted April 7, 2020 Try this on a cubic activator you place around their spawning linked ref (XMarkerHeading)Which you can just duplicate the one that spawns them , renaming it's ID from the base object in the object tree.Then drag drop that object into the render window and resize it how you want.And put this script on the new base object instead of the one it has. After making a new form list and dropping the thug base-ID into it. And you can drag drop the same base object into any of the spots they spawn at. Could even use it for other spawns , but would need to drop their base-ID's into the list also. And of course the green text is just suggestions for what you name them. SCN MyTriggerScriptRef rActor Begin OnTrigger Set rActor to GetActionRef If rActor.IsInList MyThugList == 1 rActor.Disable rActor.MarkForDelete endifEnd Link to comment Share on other sites More sharing options...
madmongo Posted April 7, 2020 Share Posted April 7, 2020 I have been playing around with something similar on my game. I wanted to eliminate all of the fiends so that I could replace them with my own custom versions with various weapon and armor mods (basically I got tired of the same 4 types of armor and small selection of weapons). For each fiend spawner, I set their enable parent to a nearby xmarker that I made that I set to initially disabled. I haven't seen a vanilla fiend since. It works both with existing save games and new games. I don't know what would happen if there were existing spawned fiends in the area where the player happened to be located in a save game, so it might require that the player be in a different cell when you install the mod. I hacked into a script that spawned fiends and set it to just return out of the script. Otherwise, that was it. Just use enable parents so that the spawner itself was always disabled. No activators/triggers needed. I don't know if you'll find this useful or not, but there you go. Link to comment Share on other sites More sharing options...
Mktavish Posted April 9, 2020 Share Posted April 9, 2020 they keep spawning in when i walk into their trigger, even when i disable it and them with this script. what could i be doing wrong? and thanks for the help so far @ madmongo Albeit it's not clear exactly what they were disabling. (Activator / XMarkerHeading )I think the problem with this particular scenario , is it having multiple trigger points.And possibly trigger counts held in reserve till the timer expires ???IDK ... the script was a bit confusing.So to me it seemed like either you turn it all off , or you have to capture them per spawn location.But then again a different Xmarker (disabled) like you said may do the same thing ? Link to comment Share on other sites More sharing options...
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