Most efficient way to check if an alias is filled and to mov

Post » Mon Feb 04, 2013 8:05 pm

I have a part in my mod (Two, actually) where I want all of the side characters to join in on an event if they are alive. Basically I have an alias for each of these characters (About 15 or so) that is set to optional, and not allow dead. The idea being that they fail to fill if the person is dead.

My quest is, what's the most efficient way to check if they are alive/the alias has filled, then move them if they are alive?

My two ideas are:

1. Do an 'If' check for every single alias and if they are alive, move them with MoveTo().

2. Simply call a MoveTo() on 'MyAlias.GetReference' for each alias. The idea being that if they're dead and the alias is empty, the line simply does nothing. Will this crash the game if the alias isn't full? Or will it just quietly not do anything and skip over that line?

Two would be ideal for me since running all those If checks has to be a bad way to do this. I'm just not sure what calling a MoveTo() on an empty alias will do, if anything.

What's the best way to do this?

Thanks for any input!
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Dezzeh
 
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Post » Mon Feb 04, 2013 10:38 pm

http://www.creationkit.com/TryToMoveTo_-_ReferenceAlias
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Cayal
 
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Post » Mon Feb 04, 2013 7:06 pm

TryToMoveTo()?
By the Nine it's like Bethesda knew I was going to need to do this exact thing. Well, or they had the same problem. Whatever.

Thank you good sir! This appears to be exactly what I needed! :D

Fastest and most flawlessly answered thread ever. :P
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maddison
 
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Post » Tue Feb 05, 2013 12:27 am

Well, thanks.

...

Jeez, you're only 18 and you're almost done with your mod? God -- I've worked on my Oblivion quest mod for years and I'm not even halfway done. I wish I had your devotion and drive.

I feel old. Imagine that -- feeling old at nineteen.

...

Well, best of luck to you. And you're very welcome.
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Lily Evans
 
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Post » Mon Feb 04, 2013 10:46 am

Well, thanks.

...

Jeez, you're only 18 and you're almost done with your mod? God -- I've worked on my Oblivion quest mod for years and I'm not even halfway done. I wish I had your devotion and drive.

I feel old. Imagine that -- feeling old at nineteen.

...

Well, best of luck to you. And you're very welcome.
Don't feel too old, I'll be 19 in like 29 days. :P

And the reason you've worked on your Oblivion quest mod for years is because it's in Oblivion. Skyrim's editor and engine improvements make things SO much easier to do. Making a Falskaar sized mod in Oblivion or Fallout would have taken me probably 3 or 4 times as long, at least. (I could probably remake all 3 of my Fallout mods in 6 months no problem) So it's not you being old at 19, it's the engines being old and lacking improvements. :P
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Mandy Muir
 
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Post » Mon Feb 04, 2013 1:47 pm

No, it's because I svck at creative exertion. I can't do it unless I'm in just the right mood -- and I haven't entered the world of the hat for months now, not for extended periods, at least; mostly it's little bursts.

It took me over a month to do one quest, and that was mostly dialogue -- nothing terribly difficult.

If I ever get the repeatable, radiant-style quests working like I want, I'll at least have some excuse.

And it's all in the Cyrodiil worldspace, so that's no excuse.

...

Uh, anyway, glad I could be of some help.
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Camden Unglesbee
 
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