Difference between revisions of "Reanimate"
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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 | 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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