ghostfc3s Posted September 24, 2020 Share Posted September 24, 2020 (edited) I'm trying to make a mod where you can go into a simulation and do the same quest over and over or repeat the cell. I've got the transition to the cell down but I can't get the cell to function the way I want. The easiest solution I thought would be to have the cell reset. For something so simple I'm having an issue actually getting it to fire. I followed this thread to get an idea but I couldn't get it to reset my cell. I have tried attaching the Self.GetParentCell().Reset() to a default activator, trigger box, npc, etc. and the cell does not reset upon traveling away and back. I have tried writing a script using Event OnCellAttach rather than OnLoad as it is more reliable. It will complie but I cannot figure out where to attach a script to the cell itself. Scriptname CellReset3 extends Cell NativeEvent OnCellAttach()Reset()endEvent I need to figure out how to do that or a way a reference object can refer to the parent cell like in the above but which will actually fire. I've tried making a repeatable quest out of it as a work around, the quest repeats but the npcs do not spawn the second time. The closest I've got is attaching the reset script to individual NPCs thusly: Scriptname MyCellResetScript extends ObjectReference ConstEvent OnCellAttach()Reset()EndEvent They do respawn but after 2 or 3 respawns their navmeshing gets wonky and they end up swimming or floating at me. Any advice on how to reset a cell on each entry, or respawn npcs properly, either on load or quest activation would be great. Edited September 24, 2020 by ghostfc3s Link to comment Share on other sites More sharing options...
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