SKKmods Posted October 25, 2020 Share Posted October 25, 2020 Workshop Ownership Utilities includes synth detection and highlighting. Of course. Link to comment Share on other sites More sharing options...
kn1ghtfall Posted October 25, 2020 Share Posted October 25, 2020 Workshop Ownership Utilities includes synth detection and highlighting. Of course.Excellent! Thanks Link to comment Share on other sites More sharing options...
Zorkaz Posted October 25, 2020 Author Share Posted October 25, 2020 @SKK50 Do you still remember how you did it? Does it check if the death item is a synth component? Link to comment Share on other sites More sharing options...
SKKmods Posted October 25, 2020 Share Posted October 25, 2020 A workshop that has synths in the population: If (ThisWorkshop.GetValue(pWorkshopRatingPopulationSynths) > 0) Get the workshop actors (as this gets LinkedRefs on non persistent end points it only works locally on loaded actors) ObjectReference[] WorkshopActors = (pWorkshopParent as WorkshopParentScript).GetWorkshopActors(ThisWorkshop as WorkshopScript) Then iterate through the actor array testing each actor for the synth flag: If ((ThisRef as WorkshopNPCScript).bIsSynth == TRUE) Link to comment Share on other sites More sharing options...
Zorkaz Posted October 25, 2020 Author Share Posted October 25, 2020 Ah it's about workshops npcs Link to comment Share on other sites More sharing options...
SKKmods Posted October 25, 2020 Share Posted October 25, 2020 There is no death item query script function so it would be rather difficult to know if any non workshop actor has been assigned a particular death item like SynthDeathItem either on their static actorbase form or dynamically through script. One could pick each actor, move them to a holding cell, kill them, check for a SynthDeathItem, ressurect them and move them back. But seems like a lot of effort and s*** UX to answer a question that has no real impact on the game. Link to comment Share on other sites More sharing options...
Zorkaz Posted October 25, 2020 Author Share Posted October 25, 2020 Yeah that's the issue. I also tried adding all existing known Synths into a Formlist via script... but what about the DLC ones... that's one of the reasons I never pursued it further. Link to comment Share on other sites More sharing options...
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