dylbill Posted August 3, 2021 Share Posted August 3, 2021 Again, in your message form did you set the owner quest? Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 3, 2021 Author Share Posted August 3, 2021 Yes I did, it's the MCM quest, sorry I didn't mention that, it's one of the first things I did after I read about it:) diziet Link to comment Share on other sites More sharing options...
dylbill Posted August 3, 2021 Share Posted August 3, 2021 Hmmm, I dunno then. Try making a new quest to put your alias's on Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 5, 2021 Author Share Posted August 5, 2021 I decided to make a simple quest to test all this, here is the quest script: Scriptname dz_test_quest Extends Quest ReferenceAlias Property dz_outfits_msg_alias Auto ObjectReference Property teammate_ref_ref Auto Message Property dz_outfits_msg03 Auto Event Oninit() utility.wait(2) debug.messagebox("i just started") debug.messagebox("alias is "+dz_outfits_msg_alias.getref()) debug.messagebox("ref is "+teammate_ref_ref) dz_outfits_msg_alias.forcerefto(teammate_ref_ref) debug.messagebox("alias is now"+dz_outfits_msg_alias.getref().getdisplayname()) utility.wait(1) dz_outfits_msg03.Show() EndEventI created a quest called dz_test_quest in the CK and attached the script to it.i created a dummy interior cell and placed a bucket in it.I created a message dz_outfits_msg03 which says <Alias=dz_outfits_msg_alias> works!I created a reference alias in the quest called dz_outfits_msg_aliasThe ObjectReference Property teammate_ref_ref Auto was set to the bucket in the CK properties.The dz_outfits_msg_alias in the script was set to the quest reference alias of the same name in the CK.The Message Property dz_outfits_msg03 Auto was set in the CK to the message of the same name.the message oqner quest was set to dz_test_quest which is the name of the quest in the CK. Any other mods were disabled.Upon starting a clean save all messageboxes popped up with the entriesd I expected, including the displayname of the bucket that is the reference alias ([Misc]Bucket).But the message still displays [...] works! Have i missed any of your instructions out here? diziet Link to comment Share on other sites More sharing options...
dylbill Posted August 5, 2021 Share Posted August 5, 2021 Make sure the Alias has the Optional and Stores Text boxes checked. Otherwise I'm not sure why it's not working. Also make sure the quest is started, or start game enabled. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 5, 2021 Author Share Posted August 5, 2021 I think I have figured it out, the debug messages in the script: debug.messagebox("i just started") debug.messagebox("alias is "+dz_outfits_msg_alias.getref()) debug.messagebox("ref is "+teammate_ref_ref) dz_outfits_msg_alias.forcerefto(teammate_ref_ref) debug.messagebox("alias is now"+dz_outfits_msg_alias.getref().getdisplayname())are i think a clue, I found if I loaded another (also clean save) that the alias starts off filled before the forcetoref and then the message includes the ref name.In the clean save I was testing on the alias starts off as NONE, then gets filled with the forcetoref and then the message doesn't include the ref name.Now I don't understand why this make a difference since in both cases the debug message (("alias is now"+dz_outfits_msg_alias.getref().getdisplayname()) shows the refname before the message is shown. Since both saves are clean saves I do not know what might be the difference, are there rules about filling ref aliases in quests that are save related? As I said initially using ref aliases is new to me.Whatever, it is working now, and it wouldn't be if ti wasn't for you, thankyou. diziet edit: it is even more interesting, turns out, which ever clean save I load on game start, the alias isn't filled and then the message is incomplete. If I load the other clean save from within the game ti works! If I reload the save I originally loaded, that doesn't work! Link to comment Share on other sites More sharing options...
dylbill Posted August 6, 2021 Share Posted August 6, 2021 Hey, yeah that is weird. Skyrim can be a bit wonky and I have noticed problems like that with alias's. For a mod I'm working on now, I keep the alias, specific reference set to none. It has the Optional and Stores Text flags set. The Quest is start game enabled. Filling the alias with a script works for using the alias in a book, although I haven't tried it on a message. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 6, 2021 Share Posted August 6, 2021 (edited) A different approach: Create a different message for each language - use Google Translate as place holder text until you can get a proper translation from a user of that languageUse SKSE's GetINIString to obtain the language as set in the Skyrim.ini file.Set a global variable to a specific value depending upon the detected language and use that as a condition to determine which specific message is shown. EDIT: I know it seems out of place but given diziet's other questions regarding translations, I figured that that was the main purpose to doing the substitution. Changing something to a different language that couldn't rely directly on localization. Edited August 6, 2021 by IsharaMeradin Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 13, 2021 Author Share Posted August 13, 2021 @IsharaMeradinYes this is about translation:)I'm trying to get as much user visible text into either the MCM translations files or the esp itself. If I can't somehow force the alias filling thing (if only to find out why!) then I shall use your suggestion, thankyou. diziet Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 27, 2021 Author Share Posted August 27, 2021 Just to add, I made this work, by using a separate quest to add the aliases to and make the messages owned by that quest. Now the aliases are always filled on game start. It may have something to do with this quest having a simple 'extends quest' script, whereas the other quest is an MCM script. diziet Link to comment Share on other sites More sharing options...
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