chucksteel Posted August 26, 2013 Share Posted August 26, 2013 I'm trying to make a bobble head type stand for both my DCInt and FNVInt "Drunken Gnomes quests" I have basically copied the vanilla FO3 bobble head quest but updated it for my mod. Everything works as intended until I convert the mods to .esm's Once I do that my gnome quest works and can be completed, my bobble head type quest is running but when I go to place my gnomes on the gnome stand the activator doesn't work. It shows its name and I can click it but I don't get a message if I don't have any gnomes and if I do have them they don't get placed! Any thoughts or ideas on why or how my activator or activators script got broken when converting to an .esm? Any help would be greatly appreciated. thanks chuck Link to comment Share on other sites More sharing options...
Belthan Posted August 26, 2013 Share Posted August 26, 2013 I've seen symptoms like that when I had a conflict with another mod (usually one of my own, and usually because I forgot to rename something or forgot which one I had set as the active file in GECK). Whichever one loads last, wins, and the mod I'm working on is usually last in the list when it's an esp, so it takes precedence and everything looks good. But when I convert to ESM, it loads first, the mod with the conflicting resource takes precedence, and my changes disappear. Link to comment Share on other sites More sharing options...
chucksteel Posted August 26, 2013 Author Share Posted August 26, 2013 I get all that but the problem is my mod is loading last out of all my self made mods and the only other mods I have installed are Darn UI NV and Delay DLC. they couldn't possibly be using the same script name as me "FNVintDRGNGnomeCollectionScript". I'm completely and totally at a loss to why this is happening and it really bites the big one because if I can't figure it out I will have to release my update as a Add-on instead of merging it into my main mod. :wallbash: Link to comment Share on other sites More sharing options...
Belthan Posted August 27, 2013 Share Posted August 27, 2013 Forgive me continuing to explore the obvious, but a lot of my problems end up being that thing I couldn't have possibly screwed up so I didn't bother looking for it until I tried everything else. Anyway, have you loaded the ESM itself in GECK to verify the activator still has the right script after converting it from ESP? Link to comment Share on other sites More sharing options...
chucksteel Posted August 27, 2013 Author Share Posted August 27, 2013 unfortunately I have and it does! I'm not bothered by you stating the obvious at all so don't worry I'm at my wits end here! I may be overlooking something incredibly simple but I just don't see it. Link to comment Share on other sites More sharing options...
Carnatics Posted August 27, 2013 Share Posted August 27, 2013 okay i may sound very stupid butjust to be clear at this pointthe gnomes are allready placed ad the stand and they are just disabled references and get enabled if you have the reference in your inventory so you activate the stand and ref get enabled || object gets from inventory removed.....right ? 1 the activator has a name ? cuz he has to have a name or the activation will not work2 the script is placed on the activator (the stand)3 are the gnomes "quest objects" ? this could be a problem but shouldnt4if is this relatet to a quest this should be made out of 2 scripts the first script running on the stand as an object script just looking for the gnomes on your inventory the second script sould run as a quest script (in the quest) (qustception lol) that only check if the placed gnomes are still on the placement location or allready found. Link to comment Share on other sites More sharing options...
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