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Bluurps

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  1. Thanks ! It was disabled in my vortex app, but the esp was still in the data folder, so I dont understand why skyrim didnt recognize the quest. Since then I enabled it in vortex, now Skyrim can find the quest, because these commands works :startquest {MyQuestId}, stopquest and resetquest. But now another problem (it wont stop sorry), I attached this script in the quest : Scriptname newscriptTestQuest extends Quest {test} Event OnInit() Debug.Trace("OnInit newscriptTestQuest Trace") Debug.MessageBox("OnInit newscriptTestQuest MessageBox") Debug.Notification("OnInit newscriptTestQuest NOTIFICATION") EndEvent Event OnPlayerLoadGame() Debug.Trace("OnPlayerLoadGame newscriptTestQuest Trace") Debug.MessageBox("OnPlayerLoadGame newscriptTestQuest MessageBox") Debug.Notification("OnPlayerLoadGame newscriptTestQuest NOTIFICATION") EndEvent But nothing is showing up, not in console, or in notification or message box. Even when I save and reload, or start a new game.
  2. Thanks for the help. I tried to create a new ESP with a new Quest, ticked the "start game enabled" and added your script, but when I start load a clean save, the quest is not even loaded. I tried to make a simpler script that log on the console something, but the game says that the quest does not exist. I unloaded everything, just keeping the base game without any mods, created a new ESP, with a basic quest, but even then when I type in console "startquest {MyQuestId}" it says it doesnt exist. Even though I ticked the "start game enabled". Did I miss something to make it works ? Sorry its my first time creating a mod.
  3. Well now even when I start a new game my properties all equal to none... Idk its really hard to code with creationkit
  4. So is there any workaround so that I can keep my existing save and still update the newly added properties ? For example, the script "MyMainQuest" where I added these new properties, do I need to do something with it ? And if so, then when ? Also thanks for your post !
  5. I tried to change an existing mod, by adding a FormList property and a Quest property in one of the mod's script, named "MyMainQuest" I added these line : Scriptname MyMainQuest extends Quest ; the old code of "MyMainQuest" ... ... ; Newly added properties FormList Property MyMod_ThiefList Auto MyScriptQuest Property MyScript_SpawnThief Auto On CreationKit : I created a FormList named "MyMod_ThiefList ", and I added a generic bandit and a generic thief npc to this list (in order to spawn them in game later thanks to the mod)I opened CreationKit and I added this new FormList, and the already existing script "MyScriptQuest" to the quest "MyMainQuest" that was already created by the mod I am modifying.I auto-filled these two properties. Finally, I compiled the script and I saved the .ESP of the mod. BUT, when I load my last save, where the mod was already present in my save, the modification I did on the script worked, but all the new properties that I added where all equal to "None". Do you know why this is happening and where is the mistake I made ? Thanks ! EDIT : If I disable the mod, load my last save (where I get the warning that this save used the mod), make a new save, and then re-load the mod on the new save, then every thing works fine and the new properties have the right values. It is weird..
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