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Everything posted by Sweet6Shooter
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Go for it, you've got full permission to display and discuss any of my stuff, and complete permission for anything beyond that that's within the stated permissions on each of my mods. Glad you've got a project you're so excited for.
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They don't even apply seconds later. It's not that they're not savebaked, it's that the changes disappear the moment the script making them is done. All the changes in there are done with GetGameRestarted, so they'll run every time. They even show correctly when I have the script check the values being changed as soon as they're done on the base game weapon, and they print matching values to the GRA versions (except for the baseball bat, for some reason). Then as soon as I check the function of adding an extended mag to a weapon, there's no change in the clip capacity. If I get the mod effect value with the console, it's reverted to 0, across the board. If I set the mod value with the console specifically, the value persists during the game session. I even tried just directly setting the mod's value in the script, no ref holding or value holding, and it still didn't take.
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So I'm trying to use the SetWeaponItemModValue command, and it will work, the script that's running it can check the new value and find it correctly, but then when I check it in the game the values are always 0. Anybody know why? https://pastebin.com/LirPhmeb It prints a new check of the mod value after it gets set, which shows the correct values, but then when I check it in game, the mod's effects don't take, and when I check the values with the console, they're all 0: https://pastebin.com/RmEfBXiD Here's the full script: https://pastebin.com/Lb9mNUUE It successfully sets all the models, mods, and sounds correctly, and seems to set the mod's values correctly, according to the script when it runs, but the mod values revert to 0 immediately once the script has finished. The ModValue variable is declared as a float, like it should be. File can be found here: https://www.nexusmods.com/newvegas/mods/73651
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Script Help! What am I doing wrong?
Sweet6Shooter replied to ashjay101's topic in Fallout New Vegas's GECK and Modders
This is a script segment ePath sent me, it'll require JIP Try doing this and then containing the commands you want to do inside it: array_var sCompanions array_var aEntry let sCompanions := player.getteammates if sCompanions foreach Array_Var aEntry <- sCompanions let rCompanion := aEntry["value"] do your commands here loop endif -
Need some Geck NV help please
Sweet6Shooter replied to MasterofTheSweetRoll's topic in Fallout New Vegas's GECK and Modders
Have you regenerated your LOD? -
So for the first one, you can make and attach an object effect that uses the DamageHealth base effect. Make sure you set the type to touch, and the actor value to health, then for your conditions, use GetIsCreatureType equal to 1, and set it to abomination for creature type. You can also set it to whatever other creature type you like. I'm pretty sure for the latter you could use the flamer base effects, like FlamerBurnMagicEffect or the like, with the same conditions. I'm not sure which one you'll want to use, so noodle around with the different flamer base effects until you find something you like.
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okies well scratch my rant about that . Maybe start again explaining your problem if you still want help .
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Yeah Fifty, XMarkers are always persistent references, and it didn't manage to hop into the temp group somehow.
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PCB didn't change anything :( I also tried making new markers and switching to those, which didn't work. Well, I guess maybe someone will want to look into it once the mod is released and they play it.
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All of the pertinent markers are persistent xmarkerheading references, positioned just above the floor, not clipping into it, with editor ids. The game can successfully print the editor id of the marker the script is referencing, but it just simply won't move the player out of the Villa Fountain cell, and when the player is brought to the Dry Canyon marker, they successfully arrive, but the screen is stuck black and the game isn't active.
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The line does print in the console, but the player is just moved to the center of the cell again. Sometimes the name of the new cell will show up on the side of the screen, but the player isn't in the new cell. It's so bizarre. Movetofade doesn't do anything different than moveto either. Here's a link to a pre release build, if you want to open it up: https://www.nexusmods.com/newvegas/images/123329 I also made sure to test this with no other plugins installed, so it's not that.
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So the player completes Dead Money, then after they watch the ending slideshow, they go to the new worldspace. That works fine the first time. Then, they pass through the new worldspace, and get to an activator which will take them back to the mojave. This also works the first time. They're then provided a flare gun that allows them to return to the new worldspace, and they can use an activator to return to Dead Money as well. Returning to Dead Money works fine, but then it breaks when they try to leave again. The flare gun to return to the new worldspace also fails.
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I looked into the other mods that allow the player to return, and they use doors that just take you to back and forth. Doing so still has the same problem here. Frequently in tests, the new cell's name is displayed, even though the player hasn't moved.
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Tried rewriting the script, aligning it more like the base game script, and added a debug print that confirmed that the script is indeed seeing the correct marker, but it still fails. Every time the script is fired, it also respawns any enemies that have the respawn flag in the cell. Enabling fast travel manually before the transportation line doesn't change anything. scn NVDLC01SMGateMojaveSCRIPT ; JSH 10.11.10 ; Script that returns player to BoS Bunker in Mojave Wasteland. ; CES 10/26/10 ; Updating the script to move the ending slideshow from here to the Vault Elevator ;Variables Short bButton ;Grabs the button pressed for the message box short bActivated ;Tracks if the player has exited the DLC short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty string_var TestEditorID ; Ending must have played at least once short bEndingDone ref rCountryRadio BEGIN OnActivate if (IsActionRef player) && (GetLocked == 0) ShowMessage NVDLC01TravelToMojaveMsg endif END BEGIN gamemode set bButton to GetButtonPressed if ( bButton == 1 ) && (bActivated == 0) set bActivated to 1 printc "bactivated was zero, set to 1" ;DisablePlayerControls 1 1 1 1 1 1 1 ;StartQuest NVDLC01Ending ; Enable FNV Radio Stations on DLC end RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; ;Disable Country Radio ;NVDLC01Bartender.AlwaysShowActorSubtitles 0; ;Set up hologram vendors to stop showing subtitles ;NVDLC01HologramVendor1REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor2REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor3REF.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer03.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer02.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer01.AlwaysShowActorSubtitles 0; StarletHologramVillaRef.SetNPCRadio 0 NVDLC01RadioStationRef; ;Stop the Starlet Hologram playing the Starlet Radio audio at the fountain ; NVDLC01RadioDisable ; Disable DLC Radio Stations on DLC End NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; NVDLC01RadioStationElijahREF.disable; StopQuest NVDLC01RadioElijah; RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. Player.ResetHealth; PlayMusic EndSlideShow; StopQuest NVDLC01ChristineBarkTimer; ; Activate End Game Slides DisablePlayerControls 1 1 1 1 1 1 1 StartQuest NVDLC01Ending player.MoveTo NVDLC01SlideshowMarker elseif ( bButton == 1 ) && (bActivated == 1) printc "bactivated was 1 already" RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; StopQuest NVDLC01GlobalToxicDamage set sIngestPenalty to 500 set sSleepPenalty to 500 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds / 10) set sSurvs to 1 - (sSurvs / 100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty TestEditorId = (GetEditorID sDMDryCFromDMMapMarkerREF) printc "%z" TestEditorID EnableFastTravel 1 0 0 player.movetofade sDMDryCFromDMMapMarkerREF elseif ( bButton == 2 ) return endif END
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It also seems that just raw using the command player.movetofade sDMDryCMapMarkerRef2 in the console fails in the exact same way.
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I already made an addition to that script, there's nothing there that precludes the player's return: scn NVDLC01VillaTravelTriggerScript ; JSH ; Knocks the player out and transports him to the Villa. ;CES 10/18/10 ;Fine tuning and polishing the gassing part of the script short StartUp ;1= Player has tripped the trigger zone short EndStartUp float TimerA float TimerB float TimerC float TimerD float TimerE float TimerZ ;Added for first timer to trigger player teleportation short bTimerZDone BEGIN OnTrigger player ; Complete NVDLC01MQ00 and get the player set up to be knocked out. if (StartUp == 0) && (GetStageDone NVDLC01MQ00 10 == 1) if (VNPCFollowers.bBooneHired == 1) ;set CraigBooneRef.Waiting to 1 elseif (VNPCFollowers.ArcadeHired == 1) ;set ArcadeRef.Waiting to 1 elseif (VNPCFollowers.RaulHired == 1) ;set RaulRef.Waiting to 1 elseif (VNPCFollowers.bVeronicaHired == 1) ;set VeronicaRef.Waiting to 1 elseif (VNPCFollowers.bLilyHired == 1) ;set LilyRef.Waiting to 1 elseif (VNPCFollowers.bCassHired == 1) ;set RoseOfSharonCassidyRef.Waiting to 1 endif if (VNPCFollowers.RexHired == 1) ;set RexRef.Waiting to 1 elseif (VNPCFollowers.bEdEHired == 1) ;set EDE1Ref.Waiting to 1 ;set EDE2Ref.Waiting to 1 ;set EDE3Ref.Waiting to 1 endif SetObjectiveCompleted NVDLC01MQ00 10 1 SetStage NVDLC01MQ00 100 DisablePlayerControls 1 1 1 1 1 1 1 Set TimerA to 1 Set TimerA to .2 Set StartUp to 1 ApplyImageSpaceModifier ExplosionInFace PlaySound QSTNVDLC01OpeningStinger PlaySound QSTDLCTrap endif END BEGIN GameMode ; Player gets gassed. if ( StartUp == 1 ) if ( TimerZ > 0 ) && (bTimerZDone== 0) Set TimerZ to ( TimerZ - GetSecondsPassed ) else set bTimerZDone to 1 Player.Moveto NVDLC01PlayerGasMarker endif if ( TimerA > 0 ) Set TimerA to ( TimerA - GetSecondsPassed ) else player.AddScriptPackage NVDLC01PlayerKnockedOut PipboyRadioOff Set TimerB to 2 Set StartUp to 2 endif endif ; Player hits the ground, dazed. if ( StartUp == 2 ) if ( TimerB > 0 ) Set TimerB to ( TimerB - GetSecondsPassed ) ;BeginFX FXSprayJet0101Ref.enable FXSprayJet0102Ref.enable FXSprayJet0103Ref.enable FXSprayJet0104Ref.enable ;EndFX else Set TimerC to 8 Set StartUp to 3 endif endif ; Player slowly passes out. if ( StartUp == 3 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else StartQuest NVDLC01NewVegasFollowerFireQuest; if GetINIFloat "CustomSettings:sEquipmentRemoval" "DMT Config.ini" == 1 player.RemoveAllItems NVDLC01PlayerEquipmentContainerRef endif imod FadeToBlackPermanent Set TimerC to 5 Set StartUp to 4 endif endif ; Player wakes up. if ( StartUp == 4 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else StartQuest NVDLC01Intro Set TimerE to 5 Set StartUp to 5 endif endif if ( StartUp == 5 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else Player.RemoveScriptPackage Set StartUp to 6 ;EnablePlayerControls ;DisableFX FXSprayJet0101Ref.disable FXSprayJet0102Ref.disable FXSprayJet0103Ref.disable FXSprayJet0104Ref.disable ;DisableFX endif endif END Transition Timer: scn NVDLC01VillaTransitionTimerScript ; JSH 10.04.10 ; Timer for fade-to-black transition to Villa. short bDoOnce ;Script blocker float fTimer ;Timer used for animation control short bFadeOutDone BEGIN GameMode if (bFadeOutDone == 1) return; endif if (bDoOnce== 0) ;PlaySound QSTEndTransitionStinger PlayMusic EndTransitionStinger set fTimer to 4; set bDoOnce to 1; endif set fTimer to ( fTimer - GetSecondsPassed ) if ( fTimer <= 4 ) && (bDoOnce == 1) IMod FadeToBlackPermanent; set bDoOnce to 2; endif if ( fTimer <= 0 ) set bFadeOutDone to 1; SetInChargen 0; player.MoveTo DLC01StartMarker ; StopQuest NVDLC01VillaTransitionTimer; endif END
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So I've been having constant issues with trying to intercede into the way the player is transported back to the mojave from dead money and move them to a new worldspace, and providing an option to return. This is my modified version of the mojave gate script: Sorry it's not indented correctly, something about it crashes Cipsis' script validator, so I haven't been able to use it to fix the indentation. This script works correctly, the first time. The player arrives at the intended marker in the new worldspace with no issues, once the DM slideshow is done. However, the second time the player selects the second menu option after returning, the load screen starts, then restarts, then the player is placed at the default starting marker in DM, right in front of the fountain. I've tried commenting out literally every single line I added that the base game doesn't use, and the behavior is still the same. This is the script attached to a flare gun, intended to return the player to the new worldspace: This script successfully returns the player to the new worldspace, but with a stuck black screen, that only disappears when the console or start menu is opened. Sometimes the load screen stays visible, flickering as it constantly resets. This script returns the player from the new worldspace to the mojave: It works perfectly and I have no idea why, since it uses the exact same commands as the prior scripts. The following script which brings the player from the new worldspace back to DM also works perfectly: I would dearly, dearly love any help that anyone can provide about this. I'm really close to when I want to release this project, and I have no idea how to troubleshoot this further. I've tried commenting out every line other than the one that moves the player, and tried subbing the moveto command into menumode instead of gamemode, and neither made a difference.
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Activator script won't activate twice?
Sweet6Shooter replied to Sweet6Shooter's topic in Fallout New Vegas's GECK and Modders
Looks like I got it working! I think my issue was that I didn't set up a placement originally for the radscorpion second configuration, I accidentally copy pasted some mfd lines, so when I removed the mfd lines it didn't fix it right away. Here's the working version: scn sDMSCPTTVirusCase short state short sRandCr short sRandVar ref sPlacedObj ref sPlacedObj2 ref sPlacedObj3 int sVar short sCreaType ;1 scorpion, 2 cazador, 3 ant, 4 stalker, 5 centaur, 6 yao, 7 Dclaw, 8 Gecko begin onActivate printc "activated" if (IsActionRef player) if state == 1 printc "state:%g" state if (isSoundPlaying sDMSNDTVirusCaseOp == 0) && (isSoundPlaying sDMSNDTVirusCaseOp == 0) set state to 0 printc "state set to 0" playgroup backward 0 playsound sDMSNDTVirusCaseCl printc "sound played" player.additem sDMMiscBioCatalyst 1 printc "bio c added" endif elseif state == 0 printc "state:%g" state if (isSoundPlaying sDMSNDTVirusCaseCl == 0) && (isSoundPlaying sDMSNDTVirusCaseOp == 0) playgroup forward 1 playsound sDMSNDTVirusCaseOp printc "sound played" player.damageAV RadiationRads 20 playsound UIPipBoyRadiationB printc "effects done" set sCreaType to 0 set sVar to 0 set sRandCr to GetRandomPercent set sRandVar to GetRandomPercent if sRandCr < 25 set sCreaType to 1 ;radscorpion elseif sRandCr > 24 && sRandCr < 51 set sCreaType to 2 ;yao elseif sRandCr > 50 && sRandCr < 75 set sCreaType to 3 ;Dclaw elseif sRandCr > 74 && sRandCr < 100 set sCreaType to 4 ;gecko endif if sRandVar < 50 set sVar to 1 elseif sRandVar < 100 && sRandVar > 49 set sVar to 2 endif if sCreaType == 1 if sVar == 1 set sPlacedObj to CrRadscorpion1Small set sPlacedObj2 to CrRadscorpion2Large set sPlacedObj3 to CrBarkScorpion sDMRefBioAmbClose.placeatme sPlacedObj sDMRefBioAmb3.placeatme sPlacedObj2 sDMRefBioAmbFar2.placeatme sPlacedObj3 elseif sVar == 2 set sPlacedObj to CrRadscorpion1Small set sPlacedObj2 to CrRadscorpion2Large set sPlacedObj3 to CrRadscorpion2Large sDMRefBioAmbClose2.placeatme sPlacedObj sDMRefBioAmb.placeatme sPlacedObj2 sDMRefBioAmbFar2.placeatme sPlacedObj3 endif elseif sCreaType == 2 if sVar == 1 set sPlacedObj to NVDLC02CrTier5YaoGuaiLarge set sPlacedObj2 to NVDLC02CrTier4YaoGuaiMed set sPlacedObj3 to NVDLC02CrTier3YaoGuaiSmall sDMRefBioAmbClose3.placeatme sPlacedObj sDMRefBioAmb4.placeatme sPlacedObj3 sDMRefBioAmbFar.placeatme sPlacedObj3 elseif sVar == 2 set sPlacedObj to NVDLC02CrTier4YaoGuaiMed set sPlacedObj2 to NVDLC02CrTier5YaoGuaiLarge set sPlacedObj3 to NVDLC02CrTier5YaoGuaiLarge sDMRefBioAmbClose.placeatme sPlacedObj sDMRefBioAmb2.placeatme sPlacedObj2 sDMRefBioAmbFar3.placeatme sPlacedObj3 endif elseif sCreaType == 3 if sVar == 1 set sPlacedObj to CrDeathClawBaby set sPlacedObj2 to VSpawnSpecialTier4DeathclawMedWB set sPlacedObj3 to CrDeathClaw sDMRefBioAmbClose2.placeatme sPlacedObj sDMRefBioAmb4.placeatme sPlacedObj2 sDMRefBioAmbFar2.placeatme sPlacedObj3 elseif sVar == 2 set sPlacedObj to CrDeathClawBaby set sPlacedObj2 to CrDeathClaw set sPlacedObj3 to VSpawnSpecialTier4DeathclawMedWB sDMRefBioAmbClose3.placeatme sPlacedObj sDMRefBioAmb4.placeatme sPlacedObj2 sDMRefBioAmbFar.placeatme sPlacedObj3 endif elseif sCreaType == 4 if sVar == 1 set sPlacedObj to NvCrFireGecko set sPlacedObj2 to NVCrGecko set sPlacedObj3 to NvCrFireGecko sDMRefBioAmbClose.placeatme sPlacedObj sDMRefBioAmb.placeatme sPlacedObj2 sDMRefBioAmbFar.placeatme sPlacedObj3 elseif sVar == 2 set sPlacedObj to NVCrGoldenGecko set sPlacedObj2 to NvCrFireGecko set sPlacedObj3 to NVCrGoldenGecko sDMRefBioAmbClose3.placeatme sPlacedObj sDMRefBioAmb4.placeatme sPlacedObj2 sDMRefBioAmbFar2.placeatme sPlacedObj3 endif endif printc "creatures placed" set state to 1 printc "state set to 1" endif endif endif end -
Activator script won't activate twice?
Sweet6Shooter replied to Sweet6Shooter's topic in Fallout New Vegas's GECK and Modders
Yeah, I'm not too surprised I was using MFD incorrectly. The problem is that it doesn't even print "activated" when activated the second time, which is the very first line, before any sound checks. Also, each of those placeatme's is hand chosen relative to the creature choices, they're not all the same set of marker placements. They can't be genericized and put below the creature choices. Each state change is also checking for a different sound, not the same one. In addition, each internal creature Var check decides between two marker placement configurations. Removing the mfd lines didn't change the situation at all :/ -
Activator script won't activate twice?
Sweet6Shooter replied to Sweet6Shooter's topic in Fallout New Vegas's GECK and Modders
It doesn't even print the first "activated" console line when the player activates it the second+ time, regardless of whether the sound/animation are playing or not. The intended use is that the player opens the case, enemies spawn and they deal with them, then they can get the item that the case rewards them with when they close it, and they can reopen and close it and fight off enemies to get the reward item as many times as they want. Now that I think about it, the MarkForDelete command might be causing weird behaviors when it's done to references that are alive. I'll try removing those lines later tonight and see what happens. -
This script is attached to an activator, and set to object. It's attached to a T Virus sample case, and it's supposed to play a slow animation of the dials turning, play a sound that matches the length of the animation, and spawn a pseudo-randomized set of enemies to attack the player. When it's activated the second time, it's supposed to add a misc item to the player's inventory, play the reverse animation, and the accompanying sound. However, it just abjectly fails to do anything after the first activation. Script: scn sDMSCPTTVirusCase short state short sRandCr short sRandVar ref sPlacedObj ref sPlacedObj2 ref sPlacedObj3 int sVar short sCreaType ;1 scorpion, 2 cazador, 3 ant, 4 stalker, 5 centaur, 6 yao, 7 Dclaw, 8 Gecko begin onActivate printc "activated" if (IsActionRef player) activate if state == 1 printc "state:%g" state if (isSoundPlaying sDMSNDTVirusCaseOp) == 0 printc "state 1, sound playing, no update" set state to 0 printc "state set to 0" playgroup backward 0 playsound sDMSNDTVirusCaseCl printc "sound played" player.additem sDMMiscBioCatalyst 1 printc "bio c added" endif endif if state == 0 printc "state:%g" state if (isSoundPlaying sDMSNDTVirusCaseCl) == 0 printc "state 0, sound playing, no update" playgroup forward 1 playsound sDMSNDTVirusCaseOp printc "sound played" player.damageAV RadiationRads 20 playsound UIPipBoyRadiationB printc "effects done" set sCreaType to 0 set sVar to 0 set sRandCr to GetRandomPercent set sRandVar to GetRandomPercent if sRandCr < 25 set sCreaType to 1 ;radscorpion elseif sRandCr > 24 && sRandCr < 51 set sCreaType to 2 ;yao elseif sRandCr > 50 && sRandCr < 75 set sCreaType to 3 ;Dclaw elseif sRandCr > 74 && sRandCr < 100 set sCreaType to 4 ;gecko endif if sRandVar < 50 set sVar to 1 elseif sRandVar < 100 && sRandVar > 49 set sVar to 2 endif if sCreaType == 1 if sVar == 1 set sPlacedObj to CrRadscorpion1Small set sPlacedObj2 to CrRadscorpion2Large set sPlacedObj3 to CrBarkScorpion sDMRefBioAmbClose.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb3.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar2.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete elseif sVar == 2 set sPlacedObj to CrRadscorpion1Small set sPlacedObj2 to CrRadscorpion2Large set sPlacedObj3 to CrRadscorpion2Large sDMRefBioAmbClose3.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb4.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete endif elseif sCreaType == 2 if sVar == 1 set sPlacedObj to NVDLC02CrTier5YaoGuaiLarge set sPlacedObj2 to NVDLC02CrTier4YaoGuaiMed set sPlacedObj3 to NVDLC02CrTier3YaoGuaiSmall sDMRefBioAmbClose3.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb4.placeatme sPlacedObj3 sPlacedObj2.MarkForDelete sDMRefBioAmbFar.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete elseif sVar == 2 set sPlacedObj to NVDLC02CrTier4YaoGuaiMed set sPlacedObj2 to NVDLC02CrTier5YaoGuaiLarge set sPlacedObj3 to NVDLC02CrTier5YaoGuaiLarge sDMRefBioAmbClose.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb2.placeatme sPlacedObj2 sPlacedObj3.MarkForDelete sDMRefBioAmbFar3.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete endif elseif sCreaType == 3 if sVar == 1 set sPlacedObj to CrDeathClawBaby set sPlacedObj2 to VSpawnSpecialTier4DeathclawMedWB set sPlacedObj3 to CrDeathClaw sDMRefBioAmbClose2.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb4.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar2.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete elseif sVar == 2 set sPlacedObj to CrDeathClawBaby set sPlacedObj2 to CrDeathClaw set sPlacedObj3 to VSpawnSpecialTier4DeathclawMedWB sDMRefBioAmbClose3.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb4.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete endif elseif sCreaType == 4 if sVar == 1 set sPlacedObj to NvCrFireGecko set sPlacedObj2 to NVCrGecko set sPlacedObj3 to NvCrFireGecko sDMRefBioAmbClose.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete elseif sVar == 2 set sPlacedObj to NVCrGoldenGecko set sPlacedObj2 to NvCrFireGecko set sPlacedObj3 to NVCrGoldenGecko sDMRefBioAmbClose3.placeatme sPlacedObj sPlacedObj.MarkForDelete sDMRefBioAmb4.placeatme sPlacedObj2 sPlacedObj2.MarkForDelete sDMRefBioAmbFar2.placeatme sPlacedObj3 sPlacedObj3.MarkForDelete endif endif printc "creatures placed" set state to 1 printc "state set to 1" endif endif endif endThe debug prints all fire off perfectly the first time: activated state:0 state 0, sound playing, no update sound played effects done creatures placed state set to 1 The animation and sounds play correctly, and the creatures are placed. But then after the first activation, it doesn't even print the "activate" line, which means that the activation is just completely failing wholesale? If anyone knows what the issue might be, please let me know. This script has given me a headache off and on this whole project, and before I tested it again this round, I had it working, so I don't know why it broke.