Set rCurRef to Apple set rCurRef to GetFirstRef 200 1 0 ;All actors Label 10 if rCurRef printc "A Found Ref: %n" rCurRef If rCurRef.GetDisabled == 0 printc "B Found Ref: %n" rCurRef If Player.GetLos rCurRef printc "C Found Ref: %n" rCurRef Set Found to -1 Set Count to (ListGetCount UCFXListNew -2) Label 15 If Count > -1 Set rOldRef to ListGetNthForm UCFXListNew Count If rCurRef == rOldRef Set Found to Count EndIf Set Count to Count - 1 Goto 15 EndIf ;Count If Found == -1 rCurRef.ListAddReference UCFXListNew 0 rCurRef.PMS UCBlueFlames01 printc "New Ref added %n %i" rCurRef rCurRef Endif ;Found Set rCurRef to apple set rCurRef to GetNextRef Goto 10 EndIf ;LOS Endif ;Disabled EndIf ;CurRef
Here is a picture of the http://s779.photobucket.com/albums/yy80/HupOranje/Output.jpg in the game near springvale.
A = A ref has been found
B = That Ref is not disabled
C = That Ref is within the LOS of the Player
As you can see from the picture, The NPC Gonzalo Ruiz has not been found by the Ref Walk at all. Any Ref found with this script will have a blue flame shader effect on them. Not only does Ruiz not have the effect, but he is absent from the Ref Walk output.
For testing, the Script runs in a quest with a 1 second processing delay.
I only seem to experience this issue with exterior cells.
Can anyone shed some light on this for me?
Also, I undertstand Cell depth, but I don't know what 'Taken Refs" means or is used for.