Initially Disabled property

Post » Thu Jun 21, 2012 11:51 am

Hi there,

Until now I used to disable items by reference on an OnInit() event, runing only the first time the mod is enabled. Now I'm testing doing it checking the "initially disabled" box, and indeed the object is not present at game world.

What I don't trust is the "Respawns" checkbox, apparently always marked by default.

Does this mean the object gets respawned from time to time with its initial properties?

This objects I'm disabling will be enabled by another script after the player does something, and I want it to be permanent. Basically, what I'm asking is:
Is it safe to use "initially disabled", or do I have the risk of finding out the object gets disabled again when it respawns (if that ever happens)?

I'm talking about a static object and an activator by the way.

Thanks for any replies.
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An Lor
 
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Post » Thu Jun 21, 2012 2:49 am

yes it is 100% reliable, otherwise you would have heard complaints of people whose vanilla player house decorations suddenly revert back to unpurchased
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OnlyDumazzapplyhere
 
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Post » Thu Jun 21, 2012 6:10 am

Weeeeelllllllll.... it may not be that simple, Amethyst. The Vanilla stuff may have scripting/etc which precludes this potential disaster. The only way to know for sure is to actually mod and extensively test it. My gut feeling agrees with you though... as objects /SHOULD retain their individual attributes (as defined in the saveGame data, I believe). Since it was enabled and 'in-play', it shouldn't respawn unless some kind of script deletes the ref. But it's a good question that warrants a bit of lab-time.

I always HAVE wondered why the respawn box is checked by default. I always leave it as-is unless I have a specific need for it. No problems thus far!
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Alex Vincent
 
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Post » Thu Jun 21, 2012 5:02 am

i suppose. but in my experience enable/disable is probably one of the most reliable attributes. i actually use that in scripts now instead of variables/properties if i can because it is more reliable.

as far as the respawning issue, my mod has 300k+ downloads with no reports of anything reverting, so i feel that it is safe to trust. youre right, doesn't hurt to be cautious though. testing thoroughly is always a good idea if you have time, regardless if its considered stable
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Charles Weber
 
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Post » Thu Jun 21, 2012 8:28 am

Respawn says it respawns when it got killed or removed in any other way from the game world. Unless you want to kill or delete your static reference it will never respawn.
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Guy Pearce
 
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Post » Thu Jun 21, 2012 2:18 am

Thanks all. I just checked the upgradeable items in a playerhouse and they were indeed marked as "initially disabled" (with a ref-link).

Thanks Mofakin for your answer, this clears things up even more. This is why I wasn't sure the Respawn checkbox at all. My common sense was telling me it should refer only to NPCs, but I wasn't sure if the game could somehow "respawn" interiors or cells.

Thanks.
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koumba
 
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