Oblivionaddicted Posted May 26, 2023 Share Posted May 26, 2023 (edited) Since your script is supposed to simultaneously enable and disable the same elements, why don't use something like this? scn ELSJinsAppearbegin GameModeif GameHour >= 21 || GameHour < 6 if ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Enable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Enable else ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Disable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Disable endifend Edited May 26, 2023 by Oblivionaddicted Link to comment Share on other sites More sharing options...
RomanR Posted May 26, 2023 Share Posted May 26, 2023 I again tested my script, just used Seed-Neeus and Dar-Ma references(argoninan family in Chorrol) and script was compiled without errors and tested working fine. You propably made somewhat wrong change to line with hour condition, so this line isn't recognised, making the cascade of these error messages to appear. Show your changed script. @OblivionAddicted:??? ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Enable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Enable ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Disable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Disable Can you explain this, please? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted May 26, 2023 Share Posted May 26, 2023 I edited my previous message. Link to comment Share on other sites More sharing options...
RomanR Posted May 26, 2023 Share Posted May 26, 2023 @OblivionAddicted: Yes, your edit have now some meaning, but as GetDisabled is function for checking a state, using it in this manner doesn't have sense in my opinion. Oh well, after seeing all this, I think I have enough (at least for today). Good bye. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 26, 2023 Author Share Posted May 26, 2023 Since your script is supposed to simultaneously enable and disable the same elements, why don't use something like this? scn ELSJinsAppear begin GameMode if GameHour >= 21 || GameHour < 6 ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Enable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Enable else ELSHunbalSpirit.GetDisabled != 0 ELSHunbalSpirit.Disable ELSAlUzzaSpirit.GetDisabled != 0 ELSAlUzzaSpirit.Disable endifend This doesn't work at all. It's not that there are errors and that. It's just that the NPCs don't appear. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted May 26, 2023 Share Posted May 26, 2023 @OblivionAddicted: Yes, your edit have now some meaning, but as GetDisabled is function for checking a state, using it in this manner doesn't have sense in my opinion. Oh well, after seeing all this, I think I have enough (at least for today). Good bye. I assumed the GetDisabled function is appropriate for this script. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 26, 2023 Author Share Posted May 26, 2023 Ok, I saw the edits and they work. Thank you all for your help and time, I really appreciate it. How can I do something similar with gates? I entered the ref ID of a gate I placed, but the gate is already there. Need I create another gate (with a different base ID)?I was looking the scripts for the Oblivion gates, but couldn't make sense, though the idea here is the same: the gate appears at 9 p.m. Or I could set an NPC to open the gate. Link to comment Share on other sites More sharing options...
Striker879 Posted May 26, 2023 Share Posted May 26, 2023 Doors (and probably gates) are saved in the savegame. You need to either use a save from before you ever went near that location or use a new game start for testing doors. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted May 26, 2023 Author Share Posted May 26, 2023 Doors (and probably gates) are saved in the savegame. You need to either use a save from before you ever went near that location or use a new game start for testing doors. So, I should delete the gate and then put it again in order to save it correctly? Link to comment Share on other sites More sharing options...
Striker879 Posted May 27, 2023 Share Posted May 27, 2023 If I recall correctly from when I ran into this the door would still show ingame even after it was deleted in the CS (or perhaps I was only trying to move the door ... was a very long time ago). If you don't have a save from before you got close to the location you could maybe try disabling the one you don't want with the console (click on it to get the ref displayed up top and then use the disable command) but I wouldn't try that using anything except a testing save (so in other words a save you will not be using to continue your game). When you are saying gate are we talking about like a fence gate or are you talking about Oblivion gates (if it's the later I have no idea if they are affected the same way as doors and fence gates). Link to comment Share on other sites More sharing options...
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