Using Alias to enable & disable references

Post » Wed Jun 20, 2012 10:13 am

I've been reading the info on Alias, and have several working as I need them to in my quest. However, I have one concern that I would like clarified. My setup is like this:

At a defined stage in my quest I need to disable a vanilla reference that is the parent of several bandits and some clutter. It's “PostHelgenEnableMarker”

So I created an alias for it that disables the reference at the proper quest stage like so:

Alias_PostHelgenEnableRef.GetReference().Disable()

After reading the following in the wiki, I'm concerned that once my quest is completed this reference won't stay disabled. So, will the references I disable with my alias STAY disabled, or will they revert back to the enabled status after my quest finishes?

This is what has me concerned:

More importantly, when a quest stops running, all its aliases are removed from their targets.
This is an important concept, so worth clarifying and mentioning again: An actor only takes on the data from an alias while its quest is running and he is in that alias. Once the quest stops, the actor will shed the alias like taking off a coat.

I assume that the above is true for references other than actors as well? So if these references do in fact revert back to their enabled state, what would be the best way to disable or enable them and have them remain in that state until told otherwise?
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Wed Jun 20, 2012 2:02 pm

OK, so I just did an experiment by setting the next stage in my quest to complete the quest which it did. And it looks like my references are staying disabled like they should. So hopefully, unless there is some weird timing issue that might re-enable them at some later point in time I think it might be OK. :banana:
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Wed Jun 20, 2012 6:50 am

It should stay disabled--the wiki is a little vague, but from what I've seen, changes to an underlying object (which is what you're accessing with GetReference()) persist after the quest ends. It is mainly things added via the Reference Alias window--factions, packages, equipment--and dialogue added by the quest itself that vanish when the quest ends. If I add a faction to an actor through the Reference Alias window, that faction disappears when the quest ends; but if I add the actor to a faction through a quest script, that faction stays added.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Wed Jun 20, 2012 1:17 am

It should stay disabled--the wiki is a little vague, but from what I've seen, changes to an underlying object (which is what you're accessing with GetReference()) persist after the quest ends. It is mainly things added via the Reference Alias window--factions, packages, equipment--and dialogue added by the quest itself that vanish when the quest ends. If I add a faction to an actor through the Reference Alias window, that faction disappears when the quest ends; but if I add the actor to a faction through a quest script, that faction stays added.

Thanks DK, I think (and hope) that's the way it is. I'm getting ready to get into the packages and equipment next, so it's probably back to pulling my hair out with them for a while. After that it's time to learn how to do a scene or two, lol. Wish me luck, and thanks for the reply!
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am


Return to V - Skyrim