Difference between revisions of "Reanimate"

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261 bytes added ,  23:46, 19 January 2013
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imported>Eishunsama
imported>Cscottydont
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The '''Reanimate''' effect archetype seem to produce the following consequences on Target:<br/>
The '''Reanimate''' effect archetype seem to produce the following consequences on Target:<br/>
1) The target becomes an '''undead''' (so '''IsUndead''' condition will turn '''True''' if tested on a reanimated target).<br/>
1) The target becomes an '''undead''' (so '''IsUndead''' condition will turn '''True''' if tested on a reanimated target).<br/>
2) The target has dialogue default activation somehow disabled.<br/>
2) The target has all default activation somehow disabled.  This includes dialogue and pickpocket.  Also no OnActivate events will fire for any scripts running on the target.<br/>
3) The target isn't a Friend of the caster (even if the player reanimated it, '''IsInFriendStatewithPlayer''' condition will turn '''False''').<br/>
3) The target isn't a Friend of the caster (even if the player reanimated it, '''IsInFriendStatewithPlayer''' condition will turn '''False''').<br/>


Consequence #2 can be partially worked around with a quest script and aliases.  A quest alias' OnActivate events will fire regardless of Reanimation.


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