gw5000 Posted January 11, 2021 Share Posted January 11, 2021 My mod adds two actors, initially disabled and dead. I enable them at a certain quest stage, because they have quest items on them.I was made aware of a mod that disables and deletes corpses as soon as you leave the cell which has the side effect that my two actors might get disabled again, too. Therefore I wanted to add a safeguard by linking them to a triggerbox that enables them again when the player is close.My issue is that they can't be enabled anymore for some reason. I doublechecked that my triggerbox is set up correctly, placed a button next to the bodies and tried to enable them via a script, etc.. nothing works.Not even when I'm in game and disable them via console and try to enable them back again immediatly afterwards. Now 'm slowly running out of ideas.My actors don't have enableParents, btw. Does anybody have an idea what's preventing them from getting enabled? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 11, 2021 Share Posted January 11, 2021 Well, I was going to say that if the other mod is deleting the corpse after disabling then that would explain it. But you said that you cannot get them to re-enable after disabling them via console. So I am not sure what is going on. You could have your corpses lying enabled in an unattached interior cell and move them to an appropriate location just outside of player view when they reach your trigger box. Link to comment Share on other sites More sharing options...
gw5000 Posted January 11, 2021 Author Share Posted January 11, 2021 That's not a bad idea. However, this way I still need to hope that the players actually loot the bodies and retreive the quest items after I move them. As soon as they leave the cell, the bodies would get disabled again. That body removal mod is quite reckless :smile: I'll do some more experiments and try to get the enable() to work. Seems to be a rare issue... Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 11, 2021 Share Posted January 11, 2021 When the player enters your trigger box, put up some invisible collision walls that will prevent the player from leaving...To be nice, add a separate trigger box by the wall(s) that tell the player they need to loot some bodies before proceeding. Okay, for immersion sake, make it a vertical bar gate that requires the player to be carrying the item(s) needed from your bodies before the pull chain can release it. Link to comment Share on other sites More sharing options...
agerweb Posted January 12, 2021 Share Posted January 12, 2021 Which mod is doing the deleting of corpses? I use corpses with items too, come to think of it so does the vanilla game. In any event the mod should be disabling not deleting. Link to comment Share on other sites More sharing options...
gw5000 Posted January 12, 2021 Author Share Posted January 12, 2021 This one: https://www.nexusmods.com/skyrimspecialedition/mods/10614?tab=description It does disable and delete, but as long as the objects are used in a quest alias, delete() doesnât do anything, iirc. Still, disabling alone can mess with quests. The mod does include options where you can control what to delete but there will always be a residual risk that stuff gets accidentally disabled. Link to comment Share on other sites More sharing options...
maxarturo Posted January 12, 2021 Share Posted January 12, 2021 (edited) The mod uses the function "SetCriticalStage()" and you can't re-enable your actors because the function completely deletes the dead actors and it does not disable them, your actors does no longer exists in the world !. Edited January 12, 2021 by maxarturo Link to comment Share on other sites More sharing options...
agerweb Posted January 12, 2021 Share Posted January 12, 2021 So if the corpse is an Alias in a quest it won't delete - that's useful to know. That's the best way to deal with actors anyway. Link to comment Share on other sites More sharing options...
RichWebster Posted January 12, 2021 Share Posted January 12, 2021 SetCriticalStage(4) is basically like an actor turning to ash, but without leaving an ash pile. If they're a levelled or respawning actor they'll respawn as usual when the cell resets. Link to comment Share on other sites More sharing options...
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