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Fantafaust

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Everything posted by Fantafaust

  1. Have you tried it without parameters, will it send at all? Or try the non wait version. Also, are you sure your properties are filled in the CK?
  2. If the script was made in the CK, why would you need to manually relocate it?
  3. I still think it's a configuration/settings issue with the Creation Kit, but that shouldn't be an issue on a separate pc
  4. I don't have tutorials because they're very poorly documented tbh, but I downloaded 4 or 5 other mods that use them to see how other people did it. So you could also do that. I can help to a certain extent, but I can't access my computer atm because a tornado just hit my town and my power is out. But if you post your code, I can basically tell you yes or no if it'll work lol
  5. When exactly does it crash? AKA "after i do x, it crashes" or "it seems to load for a while, then crashes" etc
  6. I didn't know RefColl aliases don't accept perks, good to know. You can also use SPID or Robco Patcher for distribution without touching vanilla assets, maintaining their compatibility
  7. Have you tried just using a perk? I believe GetGroupTargetCount is also available in the perk conditions window
  8. I simply can't imagine how you're getting so many errors from only trying to save a single simple script in the CK, without your CK itself being horribly misconfigured in some way or a lot of missing files. Can you try verifying the CK and getting rid of all settings?
  9. "Saved and then went to "Compile Papyrus Scripts" it successfully saved in the CK? Or it fails with errors?
  10. "except I renamed it to the new name of the script file." Unless I misunderstood you, this is the problem, you can't rename scripts from inside the script.
  11. How is being a nameless courier who gets shot in the head before the game, a negative aspect? Lol
  12. I highly doubt this is the issue. Run me through your whole process, don't leave anything out
  13. I still say you should try making it in the normal way, via a quest you've made in the CK rather than using the separate compiler. Experiments are fine but you have to start from a working position first.
  14. You made the script outside of the CK though, didn't you? Unless I read it wrong. Have you tried making a quest in an .esp and creating the script through the CK itself?
  15. Is there any particular reason not to use the CK to make and compile the script?
  16. Huh, well that's odd. I don't think I've had this happen to me before. Verify and/or Reinstall CK?
  17. It's ugly now too, and I can't explain how lol
  18. My mod is similar, but I actually intended people to be able to kill themselves if they weren't careful lol
  19. One way would be(in the holotape script) to use the Utility.Wait function for like 0.1 seconds, since it won't count during a menu(holotape) THEN you have the script activate the container, that way it waits for you to close the holotape first.
  20. This happens occasionally, the best way is to either look in the scripts-> source-> fragments-> Quests folder for your fragments and just copy paste the code back into your quest so you can remake the fragment via the CK
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