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Showing results for tags 'linked'.
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Does anyone know what are they used for? Also I couldn't find any papyrus functions related to them, like GetLinkedAlias similarly to GetLinkedRef. Is there any usage example?
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In a mod of mine, I want to make a simple puzzle with 4 levers that enable one or more of 4 different objects. This is similar to the 4 levers/gates puzzle in Folgunthur, except that I want my levers to become inert after the puzzle is completed. Does anyone know how to do this? Or does anyone know of an example in game that does this? I considered using script states for the levers to change between "inert" and "interactive" states, but I don't know what Event I could use to automatically set lever to "inert" once the overall puzzle is complete (i.e., all 4 objects are enabled). Would it be possible to use quest stages instead?
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TLDR version: If I need an activator handling a puzzle to point to 8 references, what's a better practice: A) Have 8 forever persistent objectreference properties on it. B) Make 8 keywords, 8 properties for the keywords, add those references to my activator as linked references and call GetLinkedRef(KeywordX) when i need to point to them on my script. And second question: If a quest stops running is persistence originated from it's objectreference properties lost or the objects stay persistent forever? ----------------------------------------------- Full story: I'm working on another artifact mod and as usual I want to include a custom maze/puzzle like the micro-chess i did for my paladin mod. This micro-chess is handled from a quest that points to a bunch of objects references, tiles, pieces, markers, etc and therefore all of it it's persistant. Since they are properties they are essentially persistent forever as far as i know, which doesn't really hurt that much but it's better to avoid it whenever possible. The problem is how to avoid it? So, i was looking at vanilla stuff and realized that all traps and puzzles have linked references with keywords when more than one is needed, so that within the script GetLinkedRef(Keyword) is called to get the reference needed without making it persistent. But how to apply this when the thing handling everything is a quest, if the quest stops running i guess persistence is lost, is that right? If so then my micro-chess isn't all that problematic. Now the current dilema, new puzzle. And i'm making this one handled through activators. And need it to point to 8 references more or less. It's better to make persistent properties or use GetLinkedRef(KeywordX)? For the later i'd need to make 8 keywords, 8 properties for the keywords (or a keyword array to keep it cleaner?) and add the 8 linked references to my activators, is it worth it? Or is it like magic effect conditions, that when you have to make way to many it's better to make a script for it instead?
