JPConley01 Posted July 11, 2022 Share Posted July 11, 2022 I created a radio mod and I'm having a really hard time getting it to work. I have the .esp and .b2a in the data folder. I have checked the .b2a and the folder structure looks correct and the created script for the station is there as well. Users are reporting that the station shows in their Pip-Boy, but it's silent. Is there something I'm missing on my end? This is my first mod I've published and I would really like to get it working so any help provided will be very much appreciated! Edit: I ran sqv in the console and it says the quest is running but it's stuck on track 0 (there isn't one) so all I'm getting is silence. Link to comment Share on other sites More sharing options...
LarannKiar Posted July 14, 2022 Share Posted July 14, 2022 (edited) Do you use a Scene with Radio scene actions? If so, to debug the radio add these lines to your radio's script and try to start/stop your radio scene with this function. If the function can successfully start/stop the radio scene, then most likely the issue is with the radio script (missing scene updating). Scriptname YOURSCRIPTNAME extends Quest Const Scene Property myRadioScene Auto Const ; To start/stop your radio, open the console and ; type "CQF YOURQUESTNAME TurnRadioOn TurnOn", like ; "CQF MyRadioQuest TurnRadioOn True" Function TurnRadioOn(Bool TurnOn) If TurnOn If myRadioScene.IsPlaying() myRadioScene.Stop() EndIf myRadioScene.Start() Else myRadioScene.Stop() EndIf EndFunction It's worth mentioning that some custom radio tutorials doesn't include the necessary script functions to keep the radio scene working. Edited July 14, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
Recommended Posts