Great House Strongholds - A preview!

Support for running, installing or compiling OpenMW

Before you submit a bug report for the first time, please read: Bug reporting guidelines
Chris
Posts: 1626
Joined: 04 Sep 2011, 08:33

Re: Great House Strongholds - A preview!

Post by Chris »

akortunov wrote: 23 Apr 2021, 15:47 An MW script from ESP can do it only if every target object has an unique ID, what is not a thing for strongholds or Ghostgate. So a target plugin also needs to replace every stronghold object to an unique one. Maybe Lua scripting framework will allow to disable/enable all objects with given ID in game world at once, but it is a separate question.
Yeah, you would need a way to be able to reference a specific instance of an object. MWScript is quite messy in that regard. How you'd get a reference to a specific instance is its own question (allowing instances to have custom tags that a script can search for?), but once you have it, you should be able to manipulate it regardless if it's near or far.
Post Reply