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Spawn Types

Bryn Stringer edited this page May 9, 2020 · 11 revisions

Enemy

Bread and butter. This summons either a levelled list or actor with the given form id's. It checks that they are dead to mark the objective as complete.

["LCharBanditMeleeAny","Skyrim.esm",253645,"Enemy"]

Ally

A supposedly friendly npc/creature that is placed to help the player. Doesn't force unfriendly characters to be friendly. Has no bearing on bounty completion and are removed when bounty ends

["DLC1EncHunterTemplate","Dawnguard.esm",13167,"Ally"],

Placer

A entry for placing non-npcs, this is an npc which disables and deletes itself instantly. Use before a bounty decoration or Scripted to prevent items spawning on enemies or allies.

["01_Undaunted_InvisibleNPC","Undaunted.esp",309411,"Placer"],

BountyDecoration

A decoration which is just there to look pretty. Has no bearing on bounty completion. BountyDecorations are placed in the location of the last placed Enemy/Ally/Placer. This helps placement as NPC's spawn on a navmesh.

If a model is defined the mesh of the object will be replaced with the referenced mesh. Meshes just need to be accessible by the engine, they don't need to be in use in any mod.

No Mesh

["1_Undaunted_OblivionGate","Undaunted.esp",13206,"BountyDecoration"]

Mesh

["1_Undaunted_OblivionGate","Undaunted.esp",13206,"BountyDecoration","clutter/quest/dbbrokencart01.nif"],

SpawnEffect

A Explosion (magic effect) that is played during the start of a bounty. Has no bearing on bounty completion.

["SummonEffect","Skyrim.esm",263277,"SpawnEffect"]

EndEffect

A Explosion (magic effect) that is played during the start of a bounty. Has no bearing on bounty completion.

["SummonEffect","Skyrim.esm",263277,"EndEffect"]

Scripted

Any object. The object is expected to have a script which will tell Undaunted when the objective has been completed. Similar to the BountyDecoration it is placed in the location of the last placed NPC. Bounty will not complete until a script passes the object reference of the item spawned to SetGroupMemberComplete. Also supports Mesh changing

No Mesh Change

["1_Undaunted_DestructObjectiveBarricade","Undaunted.esp",80945,"Scripted"]

Mesh Change

["1_Undaunted_DestructObjective_01","Undaunted.esp",80945,"Scripted","architecture/tents/smallnordictent01.nif"],

Script call showing completing the objective

SetGroupMemberComplete(self as objectReference)

ScriptedDoor

Entrance to a Microdungeon marked as complete when the player uses any Microdungeon exit

 ["1_Undaunted_DwemerRuins_Enterance","Undaunted.esp",475922,"ScriptedDoor","DLC01/Dungeons/Dwemer/Animated/DweSpecialForge01/DweSpecialForge01.nif"]
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