gob2 Posted November 3, 2023 Share Posted November 3, 2023 (edited) EDIT: I did a work-around by making an aid item with a variant of the bobby pin box's 'give a bobby pin on-use' effect and script, which adds the Magazine. Then I craft the aid item instead of the Mag, and using the item gives the mag, bingo-bongo. This seems to work fine. If anyone has an idea of why it might be crashing otherwise (see below) I'd love to hear it, as it would cut out a step. Thanks Hello.I made a magazine-based perk to change a few global values. Several magazines can be collected in any order that will lower global values on chance-none LLists, by interactions between the magazines, perk ranks, and quest stages.All this works fine. I can pick up the magazines, or use console to add them to my inventory, perks rank-up accordingly. So far so good.I also made a crafting station, with corresponding Keywords for Workbench and Recipe, along with Constructible Object recipes that use the keywords. The workbench animation plays correctly, and the magazines appear in the correct recipe section.As soon as I craft a magazine, the featured item menu pops up. If I press the "take" command, then in one or two seconds the game crashes. The crash is easily replicated, pressing the "take" command.I'm checking all the keywords and perk signals to the quest. I know I've missed something. Any ideas are welcome. Edited November 4, 2023 by gob2 Link to comment Share on other sites More sharing options...
LarannKiar Posted November 4, 2023 Share Posted November 4, 2023 It's been awhile since I made a craftable item but I remember that the FeaturedItem keyword upon crafting caused CTD for me too and I don't use any mods that could interfere with the menu layers. Did you try removing that keyword? It might be a vanilla limitation but I'm not sure.. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted November 5, 2023 Share Posted November 5, 2023 I've come across global variables that behave like actual constants, i.e. not just (or at all) populated into a const script but possibly declared as const at the c++ level and just will not mutate. If this was the case it could cause an exception instead of just not updating the value. Link to comment Share on other sites More sharing options...
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