Is there any way to stop the Cell Reset?

Post » Thu Dec 16, 2010 12:39 pm

I've had a look in the construction set wiki and done some searching and I think the answer is "no", but I thought I'd ask anyway. Basically I would like to be able to prevent the cell reset in player homes once all the upgrades have been purchased. I'm tired of rearranging everything and coming back and finding a stupid mug in the middle of my books! If there's no way to do it now, do you think this is something that could be done with OBSE? I could post my question in that thread if that's a possibility, but I thought I'd post a general question to see what the general opinion is first.

I think one way of preventing this issue is to remove all the clutter that comes with the house once you've purchased the upgrades, but I'd like to avoid this if possible. I remove a lot of the clutter, but I also keep some of it and simply move it to a new location. That's when I find the item has been moved back when I visit the house again. Obviously this is due to the reference and I'd have to get rid of all the original objects and replace them with objects made in-game, but this would lead to save game bloat, wouldn't it? Not to mention how much of a pain it would be to do this. I just wish there was a flag on the interior cell that would prevent it from resetting.

Thoughts? Comments?

Thanks...
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Naomi Ward
 
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Post » Thu Dec 16, 2010 4:50 pm

Obse has this function: SetCellResetHours [cell:ref] [hours:int]


But since you need the cell ref, and getparentcell doesn′t return anything readable when used in console, you pretty much need to make a script. Make a new item, and attach this script to it. All you then need is to place the item somewhere for your character to pickup, and activate it to set the respawn time of the cell you are currently in.

I just typed a large enough number in there, but you can set the hours limit to whatever you want. :)

scn setcellresettimescriptref playercell begin onActivate   set playercell to player.getparentcell  set SetCellResetHours playercell 99999  end

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lexy
 
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Post » Thu Dec 16, 2010 1:51 pm

The Cap'n has got it nailed. If you'd like a more extensive example, take a look at how I implemented such a feature in my mod SPAWN.
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Dan Wright
 
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Post » Thu Dec 16, 2010 11:18 am

Thanks guys. I was hoping OBSE had come to the rescue, again :) I figured it was either that or something that could be included in the construction set extended, if that ever came about...
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Leanne Molloy
 
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