Fleymevas Posted May 30, 2021 Share Posted May 30, 2021 I've been using the Fallout 4 Creation Kit for maybe less than a week and I'm totally stumped on this one issue. Here is my example: This is a script made by Bethesda: Scriptname NukaColaBottleCapAdderSCRIPT extends ActiveMagicEffect Const {This script causes nuka products to add one bottlecap to the actor who consumes the drink.} MiscObject Property Caps001 Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) akCaster.additem(Caps001) EndEvent And here is my modification of the script: Scriptname BottleAdderScript extends ActiveMagicEffect Const {This script causes a drink to add one empty beer bottle to the actor who consumes the drink.} MiscObject Property BeerBottleEmpty01 Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) akCaster.additem(BeerBottleEmpty01) EndEvent I don't understand why the original script works but mine doesn't appear to do anything at all. I've added the script to the magic effect.I've saved and compiled the script.I've attached the magic effect to the potion (purified water and dirty water.)All other mods I have installed still work and I can get a simple "Hello, World" text box script to run based on a tutorial I found. No idea what I'm doing wrong here. Could someone please help? Thank you. Link to comment Share on other sites More sharing options...
dylbill Posted May 30, 2021 Share Posted May 30, 2021 Did you fill the property after attaching in the CK? Click on the script, then the properties button. You can click on Auto Fill All and if your properies are named the same in the script as in the CK they will automatically be set. Or you can fill them manually by clicking on the property and clicking Edit Value Link to comment Share on other sites More sharing options...
Fleymevas Posted May 30, 2021 Author Share Posted May 30, 2021 Did you fill the property after attaching in the CK? Click on the script, then the properties button. You can click on Auto Fill All and if your properies are named the same in the script as in the CK they will automatically be set. Or you can fill them manually by clicking on the property and clicking Edit Value I used the auto fill like you suggested and it set the item but I'm still not getting a bottle when I consume purified water. Link to comment Share on other sites More sharing options...
Zorkaz Posted May 30, 2021 Share Posted May 30, 2021 1. Try using it from a clean save where you didn't have the mod already active2. You can also achieve the same by using the base bottlecap script. Just use a different property Link to comment Share on other sites More sharing options...
Fleymevas Posted May 30, 2021 Author Share Posted May 30, 2021 1. Try using it from a clean save where you didn't have the mod already active2. You can also achieve the same by using the base bottlecap script. Just use a different propertyI tried using a clean save and it didn't make a difference. Isn't the script above the bottle cap script? Am I using the wrong script? Link to comment Share on other sites More sharing options...
Zorkaz Posted May 30, 2021 Share Posted May 30, 2021 The script is fine. It must be another issue. I can take a look at it if you want, just send me the files somehow. I'll pm you Link to comment Share on other sites More sharing options...
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