raziel23x / skyrim-plugin-decoding-project

Automatically exported from code.google.com/p/skyrim-plugin-decoding-project
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[Skyrim] Hardcoded formID file needs default ash piles added. #176

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it
.dat

Needs entries added for the two default ash pile objects, DefaultAshPile1 
[ACTI:0000001B] and DefaultAshPile2 [ACTI:00000022].

They are supposed to be referenced in the game code whenever an ash pile gets 
generated. They are listed in the CK even with no mods loaded, so they're 
definitely hardcoded.

Original issue reported on code.google.com by arthmoor on 28 Nov 2014 at 1:55

GoogleCodeExporter commented 9 years ago
But they are defined in Skyrim.esm, hardcoded file can only contain missing 
FormIDs.

Original comment by zila...@gmail.com on 28 Nov 2014 at 7:09

GoogleCodeExporter commented 9 years ago
If they don't exist yet, the runtime creates them at the same time as lot of 
others default (default eye 1A (?), default explosion 1F5, default weapon (or 
trap) 1F6...)

I suppose duplicating them in the game master allows for having a basic version 
hardcoded in the engine and a "fleshed out" version in the game.

This process happens as part of the BGSStoryManagerBranchNode constructor.

It is the same in the Editor.

Original comment by HuguesLe...@gmail.com on 30 Nov 2014 at 1:48

GoogleCodeExporter commented 9 years ago

Original comment by zila...@gmail.com on 5 Jan 2015 at 5:00