Difference between revisions of "Talk:ResetInterior"
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imported>Haama (→Havok reset: You could) |
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[[User:vesp4sian|vesp4sian]] | [[User:vesp4sian|vesp4sian]] | ||
:I wouldn't suggest adding the script to a door or any vanilla object - too much of a compatibility issue. If you really want to, you could make a persistent, "Initially Disabled"/invisible, activator that follows the player around and resets it when the player has left the cell. However, if the player stole something wouldn't it reappear?--[[User:Haama|Haama]] 20:24, 22 June 2008 (EDT) |
Revision as of 19:24, 22 June 2008
What is reset?
Dragoon Wraith TALK 17:00, 1 June 2006 (EDT): Whoa, this is a cool function to have! Pretty neat, I could definitely see uses for this for a "Groundhog's Day" type mod - that'd be pretty funny.
Now, as to my question: is there anything that doesn't get reset when a cell resets (in general, as well as with this function)? I don't know a lot about how resetting works in Oblivion...
- Yeah, that was a good movie... Anyway, I think there are certain objects that do not reset, but I can't remember which ones. I think... Quest Objects?
- Also, the cell automatically resets after approximately three game days after the player originally entered the cell. I believe that all the containers with the "Respawns" checkbox get new loot, and all the enemies are re-calculated, so the old are deleted, and the new replace them. Traps usually are reset by their respective scripts, and thus I do not believe the game resets Havok objects, though I admit, I've never tried. TheImperialDragon 13:24, 3 June 2006 (EDT)
Havok reset
As far as I can see, the resetinterior command does indeed reset havok objects (e.g. objects knowcked off a shelf were replaced when I executed the command from an adjacent cell).
Could this command be attached to a door entering the cell to reset havok objects every time you walk in?
- I wouldn't suggest adding the script to a door or any vanilla object - too much of a compatibility issue. If you really want to, you could make a persistent, "Initially Disabled"/invisible, activator that follows the player around and resets it when the player has left the cell. However, if the player stole something wouldn't it reappear?--Haama 20:24, 22 June 2008 (EDT)