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  1. #1

    Default Deleting a building with a script

    Hello,

    I wonder if it is possible to delete a building using a command in a script in BI? It would be pretty much the opposite of create_building command. So far I have not found something relevant in bi_docs. There is of course set_building_health, but if I set it to zero, it just "paints the building red" in the settlement view, instead of removing it (which is pretty natural).

    Why would I need it? I'm using a building to indicate a specific "state of affairs", so that a particular state is remembered after saving and reloading the game (when all counters have been reset). I know that similar "memory" can be created with e.g. traits of a character, but in this case a building would be cooler.

  2. #2
    Squid's Avatar Opifex
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    Default Re: Deleting a building with a script

    It isn't possible.
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  3. #3
    Quinn Inuit's Avatar Artifex
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    Default Re: Deleting a building with a script

    What if you script in a building that has a different religion effect? I know that's unlikely to be helpful, but building one frequently destroys another.
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  4. #4

    Default Re: Deleting a building with a script

    Thanks guys (both of you)! I was afraid it wouldn't be easy, but I may take a look at Quinn's suggestion later. I'm just not familiar with modding religions.

  5. #5
    Quinn Inuit's Avatar Artifex
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    Default Re: Deleting a building with a script

    You're quite welcome. It can be bloody hard and isn't practical in the vast majority of cases (I certainly don't use it), but it's technically possible. If you look a couple of years ago in this forum, somebody (CaesarVincens?) and I got into a conversation about it.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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