luvadea Posted January 18, 2021 Share Posted January 18, 2021 So here is the deal, I set up a small cell with some dummy objects (potions, spell books etc) and want them to reset each time player enters that cell.Before he enters it there is a script, a trigger with a function calling reset on that cell.I tried at least 3 different encounter zones - dead bodies are cleaned up, food items re-appear but the dummy objects are always gone. Once collected by the player, they are gone next time the player enters the room...I don't want the cell to reset after 10 days or whatever-I wanted it to reset when the script tells it to do. Or this is completely not the right way to do it... :confused: Link to comment Share on other sites More sharing options...
greyday01 Posted January 18, 2021 Share Posted January 18, 2021 I tried everything to get a custom house to reset misc items placed in there. Going away and waiting 31 days. Scripts that reset the cell when the external door was activated, scripts that reset the cell when the contents of a barrel reset. Containers and flora were no problem but misc items once removed never respawned (including food). I tied every thing I could think of to make them respawn, changing settings on the items, the cell, the location. Finally I gave up and turned everything I needed to respawn into flora. If someone could explain exactly what kinds of items reset under what conditions I would be really grateful because I have not been able to figure it out. Link to comment Share on other sites More sharing options...
maxarturo Posted January 18, 2021 Share Posted January 18, 2021 (edited) The 2 'Reset' functions (Papyrus Cell Reset, Game's Encounter Zone Cell Reset) work differently and they don't do the same exact things, but they do have one thing in common. The cell resets correctly and only when the cell gets "UNLOADED", moving from the cell that will be reset to a cell that's near it does not mean that the previous cell it's 'Unloaded', it's still in memory !, the 'Reset' fires correctly when the cell gets loaded after a full "UNLOAD". * For items 'Respond' check how the items placed in the vanilla game merchant's stands are set up. The papyrus 'Cell Reset' must be called once the player is out from that cell and from an activator (if it's using one) that is not living in the cell that will be reset: https://www.creationkit.com/index.php?title=Reset_-_Cell Game's Cell Reset: https://www.creationkit.com/index.php?title=Cell_Reset Edited January 18, 2021 by maxarturo Link to comment Share on other sites More sharing options...
Shadeybladey Posted January 18, 2021 Share Posted January 18, 2021 I cannot help much, but I am interested in learning the answer to this, so I've subbed to the thread. One thng I do know about scripts is that you have to test them with a version of the game that has never seem your mod. Otherwise, errors in the script sometimes cannot be corrected as they have already fired and get "baked in" if you save the game. So you need a saved game that has never had your mod active and make several saves of it, so you have plenty to load with the mod active for testing, and don't save the game when you log out to change a script in the CK. I usually use the console, `, and type Save Mod_Test_001 and so on. I think you can also type Save "Mod Test 001", but you cannot have white space in the save name, except after Save, unless you use the quote marks. I usually use underscore. Did the OP try using a chest with goodies in it? I don't know why items like consumables and books should not respawn, unless each item type needs to be listed in the script? It might be part of the normal respawn system, where any dropped items or junk items left on corpses get cleaned up when the cell respawns. If that is the case, you probably would need to list a set of item types to be respawned in the script, INGR, ALCH, BOOK, MISC etc. There are mods for more immersive items, and making containers safe for storage, so if you have any of those they could be interfering. They say the best way to make a mod is with a Vanilla base game, unless you are using another mod as a dependency. EG my unpublished Alchemy mod has a Patch for RND, and some of the new raw food can be used as Alchemy reagents. But then you still have to test your mod with other mods for conflicts etc. Good Luck, I hope someone else can help more! :smile: PS, NINJA'D! I forgot to suggest that maybe have the script fire when the player leaves, but maxarturo seems to have covered that! Link to comment Share on other sites More sharing options...
Shadeybladey Posted January 18, 2021 Share Posted January 18, 2021 The cell resets correctly and only when the cell gets "UNLOADED", moving from the cell that will be reset to a cell that's near it does not mean that the previous cell it's 'Unloaded', it's still in memory !, the 'Reset' fires correctly when the cell gets loaded after a full "UNLOAD".Hey, as you know, I am heavily into Skyrim again after more than 6 years and completing some mods I was making. But I noticed this recently and didn't get what was happening! I accidentally sold some stuff in Whiterun I wanted to keep, and didn't want to buy it back at a huge price, so I reloaded the game without saving and the vendor had ZERO Septims, instead of the few hundred he had before I reloaded! I figured some anti-cheat thing so we could not get infinite gold, but at least I got the items back. Then, another time, I quit to desktop and reloaded and he had the full amount! So I could, in theory, sell my junk, save and quit to desktop, reload and sell more stuff, as the vendors respawn their cash float every time? LOL! So much for "Anti-Gold Cheating" :D PS the normal cell respawn time is 30 days? I have to not go back for 31 days? The only problem with that is, with RND active, my character will die of thirst! :smile: Link to comment Share on other sites More sharing options...
maxarturo Posted January 18, 2021 Share Posted January 18, 2021 @ Shadeybladey This has nothing to do with the 'Cell Reset', but how some functions work, which they all work just for the needs of the game's development, some of those functions have some issues that they are cause by the lack of further coding.For example:- The "SetCriticalStage()" has the issue that, if it's called to 'Erase' the actor > then you make a save in the same cell right after the "SetCriticalStage()" has fire > then you load that save in the same cell right after you made your save > the majority of the cases the actor will RE-APPEAR. This is just a lack of further coding... Link to comment Share on other sites More sharing options...
RichWebster Posted January 18, 2021 Share Posted January 18, 2021 @ÃÂ ShadeybladeyÃÂ This has nothing to do with the 'Cell Reset', but how some functions work, which they all work just for the needs of the game's development, some of those functions have some issues that they are cause by the lack of further coding.For example:- The "SetCriticalStage()" has the issue that, if it's called to 'Erase' the actor > then you make a save in the same cell right after the "SetCriticalStage()" has fireÃÂ > then you load that save in the same cell right after you made your save > the majority of the cases the actor will RE-APPEAR. This is just a lack of further coding...Hunterborn uses that function, as does my hunting mod. I've never seen that behaviour and I don't think HB has either. Is it related to the state being set? We use 4 and haven't had any problems. Link to comment Share on other sites More sharing options...
Shadeybladey Posted January 18, 2021 Share Posted January 18, 2021 Hunterborn uses that function, as does my hunting mod. You have a hunting mod for SLE? I must check this out immedately... :D @mazarturoOK, so the vendors getting all their cash back after unloading and reloading the cell has nothing to do with Cell Reset? Damn, I still have so much to learn... Cheers! :) Link to comment Share on other sites More sharing options...
maxarturo Posted January 18, 2021 Share Posted January 18, 2021 (edited) @ RichWebster Well i have encounter this issue, and in some specific cases they became a real pain in the A** !!, i had to use some "Bool" and "OnLoad" to resolve this, plus i had to add a "Fail Safe" function to move the dead npc to a "Dump Cell" in some critical scripts / scenes of my mod, so that the actor wouldn't re-appear if the player makes a save and loads that save. I've a bunch of scripts that uses all those 'Fail Safes' that were placed after the save > load issue occured, but i'll post a small one so you can see what i mean: EFFECTSHADER PROPERTY UnSummonFXShader01 AUTO EFFECTSHADER PROPERTY SummonFXShader01 AUTO Bool Property IsDead = False Auto Hidden AUTO STATE WaitingLoad Event OnLoad() If ( IsDead == True ) Self.Kill(Self) Else SummonFXShader01.Play(Self, 5.0) IgnoreFriendlyHits() GoToState("WaitingDeath") EndIf EndEvent EVENT OnDying(Actor killer) Self.SetCriticalStage(3) Self.SetCriticalStage(4) ENDEVENT ENDSTATE STATE WaitingDeath EVENT onDYING(ACTOR killer) UnSummonFXShader01.Play(Self) Self.SetCriticalStage(3) EndEvent Event OnDeath(Actor killer) Self.SetCriticalStage(4) IsDead = True EndEvent ENDSTATE NOTE: It will not happen every time but it can and will happen !. NOTE II: The change of the "Bool" will be maintained through this save > load, but the "State" not, it will fire the AUTO STATE everytime. NOTE III: All the weird issues i've discovered are results of extensive to death testings, i always test all possible scenarios and then i test them again. Edited January 18, 2021 by maxarturo Link to comment Share on other sites More sharing options...
Shadeybladey Posted January 18, 2021 Share Posted January 18, 2021 ...i had to add a "Fail Safe" function to move the dead npc to a "Dump Cell" I use Bury the Dead, which vanishes the body and leaves a gravestone. It does not always work right as sometimes the body remains with the grave marker on it, maybe because it was made for Oldrim and does not know any DLC names? After the first Dragon fight at Whiterun, it has the name of the dragon on it, the Old Orc who I gave a "Good Death" and the dead NPCs from my mods have their names marked, but some times it is blank. An Elk near the Whiterun Khajit camp is still there with the grave stone in the middle of it, but I think Elks are part of SkyTEST, not Vanilla? Or maybe it does not work on Animals? :) Link to comment Share on other sites More sharing options...
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