Myst42 Posted September 10, 2021 Share Posted September 10, 2021 (edited) I'm wondering if anybody knows anything about missing functions. I have an LE mod that uses 2 functions actually: One is Cell.GetNumRefs() The other is Cell.GetNthRef() They worked perfectly on LE as I was using them to index actors in a cell, but on Special Edition, the function seems to be doing nothing. I ran debugging lines and now those functions return 0/None But I just checked some SKSE64 source scripts and form types are still inside a script. So anybody knows what happened? Can I still use these on another way or are they just gone and I need to rewrite the whole thing? A fragment of the script goes like this. I've highlighted the parts that mattter cause they work on LE but return 0 on SE Spoiler Event OnUpdate() ;LogTrace("OnUpdate Event") PlayerCell = PlayerRef.GetParentCell() LogTrace("Player Cell = "+PlayerCell) ActiveActors = PlayerCell.GetNumRefs(62) ; 62 -> Type of Ref: Character LogTrace("ActiveActors = "+ActiveActors) ActorCount = 0 If DebugMode && NewCell Timer = Utility.GetCurrentRealTime() LogTrace("New Cell Scan Initialized " + Timer) Else LogTrace("Old cell (No effects regenerate call)") EndIf While ActorCount <= ActiveActors && PlayerCell == PlayerRef.GetParentCell() Actor Subject = PlayerCell.GetNthRef(ActorCount, 62) as Actor If Subject != None LogTrace("New Actor = "+Subject) If Subject.Is3DLoaded() Subject.AddSpell(ElementalVulnerability, False) ; Base Effect If NewCell RegenerateEffects(Subject) EndIf EndIf Else LogTrace("Failed to retrieve an actor (Subject = None) at count = "+ActorCount) EndIf ActorCount += 1 EndWhile Edited September 10, 2021 by Myst42 Link to comment
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