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NarcolepsyNick

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Everything posted by NarcolepsyNick

  1. Commenting out the OnPlayerGameLoad() and the OnInit() still result in the Player alias being None, after loading a save where it was previously filled on game start. I have no idea what could cause that.
  2. Okay so the quest in question has several empty aliases, marked as optional, and one filled alias, for the player filled with PlayerRef. The quest has a script with OnInit() event which calls a function that checks if another mod is installed and depending on whether it is there or not, uses forcerefto to fill one of the empty aliases. The player alias, also has a script attached which calls this function using the event OnPlayerLoadGame(), in case a user removes the other mod later on. When starting a new game, everything works fine. The player alias is filled as it should be, and the one other aliases is filled as well. Saving and loading the game, either in the same instance or with closing the game, causes all aliases to be set to none. My MCM quest for the mod, which also has a player alias, does not have the same problem. Edit: The function being called through the OnInit() and supposedly through OnPlayerLoadGame(). Event OnInit() ModCheck() EndEvent Function ModCheck() int modIndex = Game.GetModByName("Cutting Room Floor.esp") if modIndex == 255 SC_KarindaMarker.Enable() KarindaHorse.ForceRefTo(SC_KarindaHorse) miscutil.PrintConsole("Cutting Room Floor not installed.") else Actor CRFKarindaHorse = Game.GetFormFromFile(0x0001FBCF, "Cutting Room Floor.esp") as Actor KarindaHorse.ForceRefTo(CRFKarindaHorse) miscutil.PrintConsole("Cutting Room Floor installed.") if KarindaHorse.GetReference() == None miscutil.PrintConsole("Error: Whiterun Horse Alias not filled.") else string horseName = (KarindaHorse.GetReference() as Actor).GetBaseObject().GetName() miscutil.PrintConsole("Whiterun Horse Alias filled with "+horseName+".") endif endif EndFunction
  3. What could clear a quest alias aside from stopping/reset the quest, which isn't happening, or calling clear() directly on the alias?
  4. I have a quest, that is start game enabled, with several aliases that are set to none to begin with. Later in the mod, certain actors will be placed into those aliases using ForceRefTo. However I noticed that when loading a save/starting the game back up after the aliases have been filled, they are now empty. It appears as though aliases filled using ForceRefTo aren't saved in savegames? I don't see any documentation/notes on this behaviour on the CK site or other forums. This is a pretty big problem for what I currently have setup, if loading a save clears the aliases. Is there some way to address/fix this so that filled aliases are remembered through saves/loads.
  5. So using mfg console I only found that Embers HD and ELFX had objects in or on the fire pit. The Embers object was the wood in the pit, and the ELFX ones were just light sources. Disabling them left the fire pit that comes from default Skyrim, but the damage was still being inflicted when stepping into the empty pit. Looking at the form id of the magic effect being applied to me (000FBFEA Heavy Fire Damage and 000FBFEC Lingering Fire Damage), it's the same effect from standing on the forges. Reducing the damage to zero stops the NPCs from dying, but I'm not sure if this is a good fix, as I don't know what else is using the object effect 000FBFED DB10TrapFireTriggerEnch01 and TES5Edit says that the object effect isn't being referenced by anything which is strange since it is being applied in game.
  6. So I'm not sure what mod(s) add damage to fire sources other than forges, but I recently noticed a slight issue in the Bannered Mare, where several NPCs managed to burn themselves to death by walking in the fire pit in the center of the room. Does anyone know what mod or mods adds this damage to the fire pits so I don't end up with all of Whiterun dead in the Bannered Mare?
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