Difference between revisions of "Reanimate"

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350 bytes added ,  23:52, 19 January 2013
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imported>Cscottydont
imported>Cscottydont
 
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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/>
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/>
 
4) Any abilities added to the target will be stripped from them during load screens.  This includes the health bonus from the vanilla perk "Dark Souls".<br/><br/>
Consequence #2 can be partially worked around with a quest script and aliases.  A quest alias' OnActivate events will fire regardless of Reanimation.
Consequences #2 and #4 can be partially worked around with a quest script and aliases.  A quest alias' OnActivate events will fire regardless of Reanimation and any abilities an alias acquires stick with it through load screens.


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''This is all the information I've gathered about Reanimate effect archetype by testing in the CK.''
''This is all the information I've gathered about Reanimate effect archetype by testing in the CK.''
--Aghnaar Mareth 04:50, 22 February 2012 (EST)
--Aghnaar Mareth 04:50, 22 February 2012 (EST)<br/>
 
''Edited'' --[[User:Cscottydont|Cscottydont]] ([[User talk:Cscottydont|talk]]) 2013-01-19T23:52:29 (EST)
{{Languages|Reanimate}}
{{Languages|Reanimate}}
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