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Strange issue with a script


chucksteel

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Ok I have built an add-on for one of my mods that I wanted to merge into the main file. It has a script that enables refs when items are placed in a container. The script works fine when the add-on is an .esp but when I merge the .esp into the main file the script no longer works.

 

I thought it might be because I missed a persistent Ref but, I've checked all my ref's and there set properly. Even more confusing is that when I convert the .esp Add-on to an .esm the script still works! it only breaks when I merge it into the main file

 

any clue on what is causing the issue?

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You could double-check the names of the REFs to make sure the merge didn't create *DUPLICATE0000 records or something like that. If it did, you'll need to fix that and recompile the scripts. In fact, recompiling the scripts is probably a good idea even if there isn't a discrepancy, because the REF might have been assigned a different form ID by the merge.

 

If there's no obvious discrepancy in the GECK, you could look in FNVEdit. I haven't had that exact symptom, but I have had situations while merging FO3 plug-ins where the merge utility got confused and assigned some forms an incorrect mod prefix (first two digits of the form ID), in which case you can manually change them.

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Well after two days of beating my head against my desk I have finally figured out my issue and just wanted to let people know in case they have a similar issue. It turns out, out of the 400 + new forms and items I was adding to my mod I accidentally made five dirty edits by using Find and replace on placed items that were in my original .esm. when I merged the plugins this had some strange effects besides breaking my script.

 

Just goes to show that "Dirty edits" are bad!

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  • 1 month later...

Hey chucksteel, sorry to sort of revive an oldish post - I'm getting a similar problem with my mod "For The Enclave", but no merging involved. Simply put, there's a trigger zone that the player passes through, and when he does, the trigger zone disables itself, enables a boss, and enables a light that is set to be it's enable parent (As opposite). As a .esp, it works perfectly. The moment I convert the file to an esm for release with FNVEdit, the script doesn't seem to do anything at all. How did you go about looking for dirty edits?

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My issue had to do with deleted refs in the .esp I was merging into the .esm.

 

In your case I would make sure all the forms, NPC's, Lights. are all set to persistent References. Scripts that use named references in them will work in .esp's if the form is not set to persistent but. Once you convert the mod to an .esm the script will fail if the persistent ref box is not checked.

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