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Trouble with Changed Robot NPC's Apperance and Race Mid Game


whehgus

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Hi All,

 

I've tried to take a crack at changing apperance/race for Gilda Broscoe to Servitron Race.

 

This was my first time working with the "Object Template" tab since I've only handled Skyrim Creation Kit before.

 

But I think I managed to do everything correct since when I tried to see if my 'mod' took effect by loading up the game and found out that the base actor for Gilda has indeed changed to Servitron with my specific setup:

 

20200102012610_1.jpg.930c7f4a1af56b7b7448bdb51fdaebef.jpg

 

However, when I then checked the reference ID for Gilda, she still had the robobrain mesh, stretched over what I assume is the Servitron frame.

 

20200102012516_1.jpg.846b23d3b5ca314eb5ca7de5ad69bbc5.jpg

 

I've tried the old 'recycleactor-disable-enable-movetoplayer" trick but that didn't do anything, saving and reloading didn't do anything either. 

 

Then I tried making a new game, where I found out that my 'mod' is working as intended, and Gida's refenceactor is set-up as Servitron without any issues, looking exactly like her base actor.

 

I thought maybe its her race couldn't be changed mid-game but checking her race (with getisrace) showed that she (the refactor) is correctly setup as Servitron 

 

Since all my npc appearance change mods work perfectly even if they are applied mid-game (assuming there is no huge trick in Fallout 4 apperance change mod I don't know about),

 

I think the issue is that Gilda being a robot, her new Servitron modifications (Stuff from ObjectTemplate) are not being applied to the refactor in the mid-game save.

 

Is there a specific console command to 'reload' the objecttemplate for actors? 

 

Or if you think there may be any other way I could approach this all input would be greatly appreciated.

 

I could live with having her 'clone' via placeatme acting on her behalf but noticed when I was checking companions with placeatme function that all clones in Fallout 4 are unresponsive.

 

So if there is a 'trick' to make the game recognize placeatme dummys as their proper 'refactor' that would also be greatly appreciated (perhaps unassign the refactor from the quest and shove the new placeatme clone in there?) 

 

Thanks in advance.

 

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