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Scripts compile but don't work


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So, I'm back into Skyrim SE modding. Downloaded the new creation kit and papyrus compiler. Finally got the compiler to compile without failure but when attached to an object don't work.

 

I'm trying to make a simple object that the player activates/uses and it teleports, move to, the player to another room. Simple right? I have made a door, an activator and a misc item. I have tried the following scripts on all of them. The compiler does not fail on any of the scripts and you can see the prompt when you hover oer the object but when you click/activate them nothing happens except the door which toggles between openn and close but doesn't fire the script. Here are the scripts I've tried:

 

Scriptname ttGrdLvlEnt extends ObjectReference
ObjectReference Property tMarker Auto
Event OnActivate(objectreference akActionRef)
debug.Trace("Entering Tower")
Debug.MessageBox("Entering Tower")
akActionRef.MoveTo(tMarker)
EndEvent
Event OnTrigger(objectreference akActionRef)
debug.Trace("Entering Tower")
Debug.MessageBox("Entering Tower")
akActionRef.MoveTo(tMarker)
EndEvent
Event OnOpen(objectreference akActionRef)
debug.Trace("Entering Tower")
Debug.MessageBox("Entering Tower")
akActionRef.MoveTo(tMarker)
EndEvent
The header and one of the on event clusters no combination works. Any help would be appreciated.
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Just to make sure - you are getting nothing in the log, no message box etc?

Are you attaching script to a Reference? Not the base object?

 

I.e. here is me attaching a script to a Reference to a jail door,. in High Point tower.

 

KCSsLkU.jpg

 

 

The script itself:

 

 

Scriptname dxNiyyaJailDoorScript extends ObjectReference  

Quest Property dxNiyya Auto

Event OnOpen(ObjectReference akActionRef)
    Debug.Trace(Self + " Starting dxNiyya Quest") 
    dxNiyya.Start()
EndEvent
Opening this door, I get in the log:

[03/16/2023 - 11:54:02AM] [dxNiyyaJailDoorScript < (04025967)>] Starting dxNiyya Quest

 

 

And it starts the quest.

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No, I'm attaching it to the base. I'll try to attach it to the reference. Also, I have not been able to get the log to work. I set the flags in the preferences.ini and custom.ini. Where do the logs appear now? Used to be "\Documents\MyGames\SkyrimSE\Logs. Has that changed?

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If you want to fake a door you could have better luck using TriggerEnter. And reminder you need to make sure your object has appropriate collision before the script can notice you with trigger events. Use one of the built in trigger markers if you like. Heres a usage example

Event OnTriggerEnter(ObjectReference akTriggerRef)
  If akTriggerRef.GetFormID() == 0x14; Unless you want anyone to do this
   Debug.MessageBox("Entering Tower")
   Utility.Wait(0.1); You want this if you wish to reliably see above message before porting. Cuz Bethesda reasons
   akTriggerRef.MoveTo(Wherever)
  EndIf
EndEvent
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