Kissimurra Posted May 24, 2005 Share Posted May 24, 2005 Okay, Im a total noob at scripts so dont laugh at me :tongue: I have mad a script simillar to the summon daedra script used on items in shrines to summon a daedra. The script works and my creature appears when a certain item moves to the inventory but there's one problem. When loading my savegame with the mod these error messages appear: Script 'Float' in file 'Oceanic Armor' has not been compiled , Script 'sign' rotate in file 'Oceanic Armor has not been compiled. Whats the problem? Link to comment Share on other sites More sharing options...
Switch Posted May 24, 2005 Share Posted May 24, 2005 Themis' post deleted, and deleted Kissimurra's post along with it since it didn't make sense on it's own. ^^ Themis, please only post if your post actually adds to a thread, not just "oh, I can't help at all". :P That is considered as spam. Link to comment Share on other sites More sharing options...
Adras Posted May 24, 2005 Share Posted May 24, 2005 Same thing is happening to me with my Ravenhold Castle mod. I started a topic about it somewhere else (cant think of where it is right now), but I'm still not sure how to fix it. Does it say something about needing an 'X' or something on (I know on script 'Sign Rotate' its line 42, but not sure about float) certain lines? I'm heading out to find the post about it and will post the link as soon as I find it. Link to comment Share on other sites More sharing options...
Morgoth Posted May 24, 2005 Share Posted May 24, 2005 Strangely, these two scripts keep getting changed when working on plug-ins although one has done absolutely nothing with them. I'd suggest to simply delete the related two entries in your Oceanic Armor.esp (via the "Details" button in the data files dialogue of the TESCS), and see whether that works. Link to comment Share on other sites More sharing options...
Adras Posted May 24, 2005 Share Posted May 24, 2005 I found the topic of where I asked about it. http://forum.gamingsource.net/index.php?showtopic=13227 Link to comment Share on other sites More sharing options...
Kissimurra Posted May 25, 2005 Author Share Posted May 25, 2005 I think that I have solved the problem. If you have made your own script and other scripts has been modified (by some reason), just open the esp in tesame and remove the scripts that has been modified and only leave your own script left in the esp, it worked for me. But I still dont understand how these other scripts gets modified without being touched. Link to comment Share on other sites More sharing options...
ThetaOrionis01 Posted May 25, 2005 Share Posted May 25, 2005 Did you at any point click on 'recompile all'? Link to comment Share on other sites More sharing options...
Wookiee Posted May 25, 2005 Share Posted May 25, 2005 those two paticulare scripts are bugged in tescs just deleate the references to them in tesme Link to comment Share on other sites More sharing options...
Kissimurra Posted May 25, 2005 Author Share Posted May 25, 2005 Okay, just got a another problem When I pick up the Item, the NPC appears and starts to fight with me, it works as it should. I return to my house and and takes the item and put it on the floor, when picking up the item again, the NPC appears! I just want him to appear one time! Anyone who knows how to fix this? Link to comment Share on other sites More sharing options...
ThetaOrionis01 Posted May 25, 2005 Share Posted May 25, 2005 Create a variable which is updated the first time the NPC appears, then a condition dependent on the state of the variable. something like: short OnceOnly as your variable add this condition just after the bit where you declare your variables: If ( OnceOnly == 1 ) Activate (I'm assuming you still want to be able to pick up the object) ReturnEndif add this command to the clause where you make the NPC appear: Set OnceOnly to 1 Hope this works (I'm a bit out of scripting practice). Link to comment Share on other sites More sharing options...
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