Difference between revisions of "Talk:ResetInterior"
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imported>Scruggs (Food respawns) |
imported>QQuix (→Havok reset: Additional observations) |
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::--[[User:Antares|Antares]] 07:56, 16 October 2008 (EDT) | ::--[[User:Antares|Antares]] 07:56, 16 October 2008 (EDT) | ||
:::The slightly longer answer is: Food respawns. Other items don't. Haven't checked non-food ingredients. [[User:Scruggs|Scruggs]] 18:24, 16 October 2008 (EDT) | :::The slightly longer answer is: Food respawns. Other items don't. Haven't checked non-food ingredients. [[User:Scruggs|Scruggs]] 18:24, 16 October 2008 (EDT) | ||
::::Very interesting! Did a quick test and noticed a few things: (1) if the player or NPC picks up and drops an item, the item is not reset to its original position anymore. (2) Waiting outside for 3 days also resets items to their original positions. (3) [[PurgeCellBuffers]], although similar, does not reset items to their original positions. - [[User:QQuix|QQuix]] 19:22, 16 October 2008 (EDT) |
Revision as of 18:22, 16 October 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)
- Any items that the player took will not be replaced, I have tested this extensively in my mod. My mod requires this function for a library cell, should the player mess the room up and books are everywhere I wanted a way to "clean" the library that wouldnt require scripting every book to return to its original location or removing their physics with an external program. I found the ResetInterior to be the perfect function for this, unfortunately when I took a book and wanted to replace it, it would not be caught when ResetInterior was called. (I then had to go and make copies of every book that couldn't be taken, not awesomely fun).
- I tend to be long winded, sorry. The short answer is No.
- --Antares 07:56, 16 October 2008 (EDT)
- The slightly longer answer is: Food respawns. Other items don't. Haven't checked non-food ingredients. Scruggs 18:24, 16 October 2008 (EDT)
- Very interesting! Did a quick test and noticed a few things: (1) if the player or NPC picks up and drops an item, the item is not reset to its original position anymore. (2) Waiting outside for 3 days also resets items to their original positions. (3) PurgeCellBuffers, although similar, does not reset items to their original positions. - QQuix 19:22, 16 October 2008 (EDT)