Laerithryn Posted March 6, 2022 Posted March 6, 2022 I'm having a problem getting a script to work on an existing vanilla loaddoor. All I need is for the door to SetObjectiveCompleted when the OnLockStateChanged happens. The script compiles fine but in game, nothing happens, it's dead Jim! Scriptname UsedHouseKeyScript extends ObjectReference Quest Property MyMod Auto Event OnLockStateChanged() if Islocked() == 0 Debug.Notification("Used house key to unlock the door") MyMod.SetObjectiveCompleted(30) EndIf ENDEVENTAny ideas or help would be greatly appreciated. Thanks Edit: Issue Resolved by simply updating the associated SEQ file.
Recommended Posts