Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 What is the player supposed to activate to make the NPC's appear? The player is not supposed to activate anything to make the NPCs appear.So why do you use OnActivate then? I tried the Begin OnGame, but I got a message the script can't recognise the word OnGame. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 It seems that your script contains logical error in setting doOnce flag. Enable and Disable commands are completely mismatched. scn ELSJinsAppear short DoOnce1 begin GameMode if GameHour >= 5 if ELSBattlemageEvilJinRef.GetDisabled == 0 ;group of jins is not disabled ;disable jin group ELSBattlemageEvilJinRef.Disable ELSBackAlleyGJinRef.Disable ELSHunbalSpiritRef.Disable ELSAlUzzaSpiritRef.Disable ELSManatSpiritRef.Disable ELSAlLatSpiritRef.Disable set DoOnce1 to 0 ;reset flag to make appear them at night again endif endif If GameHour >= 21 ;is player in same cell as group if player.GetInSameCell ELSBattlemageEvilJinRef != 0 && DoOnce1 == 0 ;yes, so enable whole group ELSBattlemageEvilJinRef.Enable ELSBackAlleyGJinRef.Enable ELSHunbalSpiritRef.Enable ELSAlUzzaSpiritRef.Enable ELSManatSpiritRef.Enable ELSAlLatSpiritRef.Enable Set DoOnce1 to 1 endif EndIf End I'm assuming that jins are grouped in same place, so that's why I checked only one jin(spirit). I made them appear when player arrives at their cell at night too, this should prevent them to accidentaly run away without noticing. Can't make it work. Syntax errors and for some weird reason, the script can't recognise the existence of the NPC's. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 This is the message: Link to comment Share on other sites More sharing options...
RomanR Posted May 24, 2023 Share Posted May 24, 2023 (edited) I saw your picture, but how is this group referenced? Because for me this command "ELSBattlemageEvilJin.ref disable" is simply wrong. If you simply dragged them to cell from Object Window, they appear under base ID (in text, their hex FormId will be different of course) in cell's objects list. So they should be referenced like "ELSBattlemageEviljin.disable", if they are unique. Edited May 24, 2023 by RomanR Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 I just copied and adjusted a lights script. It used to work just fine. I will try by removing the ref. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 Nope. Still not working. I replaced their ref with their Base ID and still the auto-correct can recognize the script command.And one more thing. That EvilBattleMageJin is not supposed to be in the same cell with the rest. Shoild I remove that sentence? Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 This is what I wrote: scn ELSJinsAppearTestshort DoOnce1 begin GameMode if GameHour >= 5if ELSEvilJin1 GetDisabled == 0 ;group of jins is not disabled;disable jin groupELSEvilJin1 DisableELSGoodJin1 DisableELSHubal DisableELSAlUzza DisableELSManat DisableELSAlLat Disableset DoOnce1 to 0 ;reset flag to make appear them at night againendif endif If GameHour >= 21;is player in same cell as groupif Player.GetInSameCell ELSEvilJin1 != 0 && DoOnce1 == 0;yes, so enable whole groupELSEvilJin1 EnableELSGoodJin1 EnableELSHubal EnableELSAlUzza EnableELSManat EnableELSAlLat EnableSet DoOnce1 to 1endifEndIf End Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted May 24, 2023 Share Posted May 24, 2023 Your script will never work this way. I assume you gave your NPC's a unique cell reference, you need to use these same references in your script with something like thisELSEvilJin1.enable assuming one of your NPC's has the cell reference ELSEvilJin1 that is. Link to comment Share on other sites More sharing options...
RomanR Posted May 24, 2023 Share Posted May 24, 2023 (edited) Yes, if this NPC isn't with others, remove player.GetInSameCell condition, but don't remove DoOnce1 == 0.Also Disable command needs a point notation "{world or cell reference ID}.disable".Besides your NPC IDs are now almost completely different, what is this? You must find your NPCs in cell's Object Window (in vanilla CS is titled Cell View and object list is in its right half) and type their reference IDs before point of Disable or Enable command. Edited May 24, 2023 by RomanR Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 24, 2023 Author Share Posted May 24, 2023 Still doesn't work. "Script command not found"This is what I wrote scn ELSJinsAppearTestshort DoOnce1 Begin OnActivate if (GetCurrentTime >= 21) && (GetCurrentTime <= 5) ELSHubal {ELSRhondalBurningStarTemple} enableELSAlUzza {ELSRhondalBurningStarTemple} enableELSManat {ELSRhondalBurningStarTemple} enableELSGoodJin1 {Wilderness} enableELSEvilJin1 {ELSBattlemageHideoutExt} enableelse ELSHubal {ELSRhondalBurningStarTemple} disableELSAlUzza {ELSRhondalBurningStarTemple} disableELSManat {ELSRhondalBurningStarTemple} disableELSGoodJin1 {Wilderness} disableELSEvilJin1 {ELSBattlemageHideoutExt} disable endifSet DoOnce1 to 1End Link to comment Share on other sites More sharing options...
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