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...
jazzisparis Posted August 26, 2013 Share Posted August 26, 2013 Is the activator you are using a unique Editor ID that you created, or the existing Bobblehead stand activator already in the GECK?If the later, then it may be overridden (possibly even deleted) by some other mod that is loaded after your ESM. Link to comment Share on other sites More sharing options...
pkleiss Posted August 26, 2013 Share Posted August 26, 2013 That does sound as if when you changed the ESM flag, your mods moved up in the load order only to have a later loading mod overwrite your bobblehead script with another object of the same name. But I wouldn't expect that to stump a modder with your background, which makes me think it's something else. You didn't start your script name with a number, right? No, you wouldn't do that either. Just out of curiosity, maybe change the names of your bobblehead scripts to something else and see if the problem persists. If it does, maybe look at the script record with FO3Edit to see if anything weird is in there. That is a strange issue indeed. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted August 26, 2013 Share Posted August 26, 2013 (edited) Could this resource be of any help/use for you ?(contains script and instructions to make a personal BobbleHeadStand.) BobbleHeadStandConstructor http://fallout3.nexusmods.com/mods/12347/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D12347%26preview%3D&pUp=1 Edited August 26, 2013 by Guest Link to comment Share on other sites More sharing options...
chucksteel Posted August 26, 2013 Author Share Posted August 26, 2013 (edited) being that the only mods I have installed (other then ones I've made myself) are delay DLC and DarnUI I don't see how it could be a mod conflict. I didn't start my script name with a number it's name is DCIntDRGNCollectionStandscript. I'll try changing it's name if not its off to edit I guess! thanks for the help. Edit: I know this shouldn't cause the problem but the stands are in the Megaton home and Tenpenny home and I edited the homes slightly to make them fit. Edited August 26, 2013 by chucksteel Link to comment Share on other sites More sharing options...
luthienanarion Posted August 27, 2013 Share Posted August 27, 2013 If it's not already, make your activator a persistent reference. I remember reading something forever ago about persistence breaking scripts when converting to an ESM. Link to comment Share on other sites More sharing options...
chucksteel Posted August 27, 2013 Author Share Posted August 27, 2013 they are not persistent I will try that! thanks Link to comment Share on other sites More sharing options...
Recommended Posts