Talk:Cell Reset

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Turning the contents into an article[edit source]

I did some tests and replaced the original text on the page in an attempt to turn the previous content into an Article.

The two blocks below were the original contents of the page, so I moved them here to the talk page.

As the previous authors that contributed to the page, I don't know enough to write the complete article, so I will start it with what I know, hopping that people with the complementary knowledge fill the gaps.

Please, fix any grammar error that you may find and feel free to rewrite any text composition that you feel could be improved.QQuix (talk) 13:47, 21 December 2012 (EST)


Initial contents[edit source]

This should be an article, and I know some of this, but not enough for the complete article.

Specifically, I know about Oblivion cell resets, and assume that normal cell resets do the same things.

  • They will reset the inventories of containers and NPCs, the spell lists of NPCs, and the location of the NPC (will return to their spawn point rather than outside the Oblivion gate).
  • In the question below, the variables of a creature are reset. This can't be generalized, however, as I've had activators with variables that didn't reset. I think the key factor is persistence - if the object is persistent it won't lose its variable settings, but if it's non-persistent it will lose the variable settings. I know my activator was persistent, and generally companion creatures aren't.
  • I've heard that making an NPC into a quest item will make them immune to a cell reset (and that seems to be true for cells in general). I remember trying this and not getting it too work, and I remember something about a Follow package to the player, but I'm not sure how it all fits in.
  • Oblivion cell resets are different in that any "foreign actors are moved outside the gate". I think this includes foreign objects as well (i.e., activators).
  • There's some more information on Talk:ResetInterior
  • You can reset a cell by not returning to it for a period of time (not sure which default determines that), by using ResetInterior and for Oblivion cells CloseCurrentOblivionGate.--Haama 12:12, 23 February 2008 (EST)
    • The cell won't actually reset until you re-enter it. At that point, IHoursToRespawnCell is used to determine whether to reset the cell.
    • Traps aren't innately reset. Rather their scripts receive the OnReset event and use that to reset themselves. (Hence the trap could something other than reset itself in response to the OnReset event, e.g. it might enable a second, more difficult trap.)


From the question "Variables In Companion Script Reset After Closing Oblivion Gate"[edit source]

I don't reach to find an answer somewhere so i guess i can ask here. I made a mod to have a pet following you. So pet has a script with some variables inside, the pet follow you everywhere.

I have problem when you close an Oblivion Gate,the pet is teleported outside as you but all the variables in the script has been reseted.

On the Wiki it's said that when an oblivion gate is closed "Foreign actors are moved outside the gate and the linked worldspace is reset". So my pet is a foreign actor and is well teleported outside though it seems to be reseted too. I tried to put a message in it "Reset" Event but it doesn't raise, so that means the actor is not reseted but it lost all is variables? I don't know if i misunderstood something about variables in script or is there really a bug somewhere ?

Seems like a bug to me. I had summonable luggage which I coded to actually move to the players location. Once I summoned it within an Oblivion plane, then closed the gate and resummoned it outside. Empty. Not happy. I think that what happens is that all changes to objects that are inside the Oblivion plane are forgotten. For newly created objects, this means they disappear. For objects that were defined in a mod somewhere, this means that they rever to their original state. Apparently they coded to move foreign actors out of the plane -- but only after erasing their change info. --Wrye 21:01, 20 January 2007 (EST)