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shadeMe avatar shadeMe commented on June 6, 2024 1

This mod does something similar to what you have in mind, btw.

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DavidJCobb avatar DavidJCobb commented on June 6, 2024

The "move" tasks move existing ObjectReferences, while the "spawn" tasks spawn new ones (generally at or relative to the location of an existing ObjectReference). The use case for both is to avoid the performance impact of repeatedly making several latent function calls; they group multiple operations together into a single call.

The main purpose of the "complex" spawn task is for when you need to create a group of ObjectReferences and store them in one or more arrays, such that an ObjectReference's position in the array corresponds to some other list of data, and you need to be able to have Nones in that list. For reference, the main use case for it when I first developed it for Cobb Positioner was spawning furniture marker and furniture entry direction models in-game, where the index of each model needed to match the index of the marker it corresponded to, and where disabled seats or entry directions would therefore require Nones.

For most situations, the more normal "spawner task" objects should be sufficient for simply spawning a group of ObjectReferences from Papyrus at a time.

I'm not sure whether this would be the best approach for your mod idea, though, so I can only clarify what the APIs do.

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ogrotten avatar ogrotten commented on June 6, 2024

Consider the construction of Breezehome for example, just the forms that make up the walls n floors. the part that would take literally about a minute to piece together in CK.

So it sounds like, conceptually . . .

  • Breezehome forms > property > papyrus array (say breezehome[])
  • CobbAPIBatchSpawnComplex to put the contents of the array into a cell.
  • CobbAPIBatchMoveGroupRel to position those forms where you want them to go.

Does that sound right?

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