Zorkaz Posted November 6, 2020 Share Posted November 6, 2020 Is there a way to change the name of an activator/flora via a script? Link to comment Share on other sites More sharing options...
SKKmods Posted November 6, 2020 Share Posted November 6, 2020 Yes (1) Create a message with the new name in the title, say MyMessage(2) Create a quest reference alias MyAlias dropdown [ Display Name ] link to the MyMessage form. Checkbox [uses stored text] will check.(3) Optionally check [ Clear name when removed ] if the name is transient. (4) Alias_MyAlias.ForceRefTo(TheObjectReference)(5) Enjoy ! Link to comment Share on other sites More sharing options...
Zorkaz Posted November 6, 2020 Author Share Posted November 6, 2020 Thank you. I will try if it works for ingestibles as well and will post the answer here. Edit: I'm an idiot and shoud have been more specific in the problem's description.It's about many placed fungi so not just one objectRef. I will try to find out how. Link to comment Share on other sites More sharing options...
Fantafaust Posted November 6, 2020 Share Posted November 6, 2020 Is there a reason you're trying to do this via script instead of just directly editing the flora? Link to comment Share on other sites More sharing options...
Zorkaz Posted November 6, 2020 Author Share Posted November 6, 2020 Yes because it's quest related and about obtaining knowledge Link to comment Share on other sites More sharing options...
SKKmods Posted November 6, 2020 Share Posted November 6, 2020 So create a RefCollectionAlias and use conditional quest fill to find your flora on GetIsID & whatever. Bearing in mind it will only resolve non persistent Objects in the 5 ugrid loaded area around the player. But, if they are objects you place and you save as an ESP they will allegedly be persistent. Link to comment Share on other sites More sharing options...
dylbill Posted November 6, 2020 Share Posted November 6, 2020 If you're using f4se you can use Setname https://www.creationkit.com/fallout4/index.php?title=SetName_-_Form Link to comment Share on other sites More sharing options...
DieFeM Posted November 6, 2020 Share Posted November 6, 2020 If you want to avoid using aliases this function works in a similar fashion:https://www.creationkit.com/fallout4/index.php?title=AddTextReplacementData_-_ObjectReference Link to comment Share on other sites More sharing options...
Fantafaust Posted November 17, 2020 Share Posted November 17, 2020 I had only asked why it had to be a script because I thought a perk with Set Activate Label and a few conditions would do this just fine. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 17, 2020 Share Posted November 17, 2020 This is giving me some great ideas ....Like, depending on the INT stat of the player, things might be called something different ... Thanks for letting me know that this is something that can be done! Link to comment Share on other sites More sharing options...
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