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Spawning cut characters using the console


DavidSSabb94

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Hello,

I am attempting to spawn Marilyn the Securitron, just to have her as decoration - I know she doesn't have any V/O lines.

I'm inside House's penthouse. I type in "prid 0015e113", which does select her, and then "enable." But she isn't visible. "Moveto player" doesn't make her appear and "player.moveto" puts me back in the same spot.

 

Strangely I even tried typing in "kill" and immediately failed "The House Always Wins" and turned the securitrons hostile. So she exists but also doesn't. What step am I missing here?

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The following are a number of relevant entries pulled from the wiki "Getting started creating mods using GECK" article by searching on the term "spawn". There are others, of varying relevance you may want to also look at.

 

* Keep in mind that 1) an "Actor" is regarded as a "Container"; and 2) spawning objects in a cell using the Console is not the same as placing them in the GECK because you can't "spawn in" things with Ref-ID's. Ref-IDs are always assigned automatically by the GECK when form records are placed in "the world".

 

But not everything within the GECK "object tree" can then be put into the "Render window" and become a Ref-ID. Hence the difference between Base, Ref & Form ID: a Ref-ID always has a Base-ID, and conversely a Base-ID means it can create "references" that rely on it. See "TIP Level Lists and GetBaseObject versus GetBaseForm" and "TIP Preload Scripts".

 

* You can use the JIP LN NVSE function SetPersistent to set a non-persistent (dynamic, aka "spawned") reference to persistent at runtime.

 

* PlaceAtMe and PlaceLeveledActorAtMe should be used sparingly, as they do create temporary references, so once the player leaves the loaded cell and they are unloaded they will still remain in the save file as scripts cannot run on them to delete or reference them.

 

* Actors should be spawned with spawn markers; having them initially disabled and then enabled will cause them to spawn immediately. If you want to do "waves of enemies" you can disable the spawn marker again and run resurrect on it (provided the spawned actor is dead and the marker is persistent), and then re-enable it.

 

* On the other hand, there are many objects (such as "containers"; which you should recall all Actors are considered to be) that get dynamically spawned by the game during play (for instance from "leveled lists"). Such "spawned objects" are always as "non persistent" refs from a "Base Form" template without a pre-determined "Editor-ID" or "Ref-ID". (They are all given an automatically generated instance "Ref-ID" that begins with the "mod index" of "FF". All undeleted "FF" mod index entries get "baked into" your "save game" files. This is how you get "save game bloat".)

 

Note that objects flagged as "quest items" apparently are treated as "persistent" by default, regardless of the "reference data flag" state. That appears to be the only way to spawn "persistent refs" in-game without the JIP LN NVSE function SetPersistent to set a non-persistent reference to persistent at runtime.

 

* You might want to look at "Bethsoft Tutorial NPC population". Covers the basic placement of leveled lists for enemy spawning and the use of generic patrol and sandbox package behaviors. Also "

" Video (2:28) by Seddon4494.

 

-Dubious-

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