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Couple questions about spawns/moves. #4

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@ogrotten

I want to see if I have this straight . . . I'm looking at CobbAPIBatchMoveGroup/Rel and CobbAPIBatchSpawnComplex

The descriptions start with the word "Move". Does this mean that the entities/objrefs must already exist in the cell, or are they spawned in as new?

CobbAPIBatchSpawnComplex says:

This Papyrus class allows you to group spawns into buckets called "sets."

Am I to understand that that a "set" of objrefs could be defined, then the "task" object would spawn them in, in a group, and potentially several sets in a batch?


Here's a smidge of backstory: Back a million years ago, there was a util for Half Life called "Rand Map". You could build a "theme" for Rand Map consisting of prebuilt geometry... rooms, halls, etc. Rand Map would then take your prebuilt geometry, and shuffle it together to create a completely randomized map. This was insanely fun to work with because of the quick turnaround from design to play.

I've been dreaming for years about such a thing for Skyrim... where I could build a bunch of prefab rooms/halls/sections, and then have the game completely randomize the contents of a cell to play.

I'm "ok" with papyrus (better with javascript/react 😁), and i'm "decent" with map design, but never had any idea until now that it was even remotely possible using papyrus or even skse

So, my question is this:
I know there would need to be more to it, but I'm talking conceptually. . . Based on what I've described above, does it sound feasible to be able to design the shapes and bounds of room-like spaces, and then use your API here to use those prebuilt spaces to create randomized levels?

Either way, thanks for writing this tool.

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