Otellino Posted March 1, 2014 Share Posted March 1, 2014 Hey all,I finally finished up the final version of my New Vegas mod "For The Enclave", and when I went through FNVEdit to convert it to a .esm as I have done with the previous two releases, I tested the whole thing as usual to be sure. Everything from the previous versions still worked fine, all quests and scripts fired fine. However, in the final part there is a section where the player walks through a big hallway, with trigger zones that enable lights when the player walks through.When the player walked through it while it was a .esp, it worked perfectly fine. However now that it is a .esm, it doesn't seem to do anything at all. Here is the script: ScriptName ZZEnclaveMQ05LightEnablerFinaleSCRIPT Begin OnTriggerEnter Player Disable PlaySound OBJTurretGeneratorDisable ZZEnclaveMQ05Boss1REF.StartCombat Player End The lights are set to use the trigger as the enable parent, with their state set to opposite. As I said, this worked fine when it was a .esp, but not literally does nothing as a .esm. If I convert it back to a .esp, it'll work fine again. Any ideas as to what may be happening and how to fix it?Thanks Link to comment Share on other sites More sharing options...
Belthan Posted March 1, 2014 Share Posted March 1, 2014 Similar issue in this thread, the resolution and/or some of the other suggestions there may help. http://forums.nexusmods.com/index.php?/topic/1366212-strange-issue-with-a-script/ Link to comment Share on other sites More sharing options...
Otellino Posted March 1, 2014 Author Share Posted March 1, 2014 I've looked through that thread, but I'm still not too sure what to do. I also saw it's to do with refs, but I thought that if there's a problem with the ref, it would still at least play the sound in the script? Link to comment Share on other sites More sharing options...
Hopper31 Posted March 1, 2014 Share Posted March 1, 2014 (edited) Something similar happened to me once and I think that the problem was that the trigger was being disabled before the rest of the script was fired. Try this instead: ScriptName ZZEnclaveMQ05LightEnablerFinaleSCRIPT Begin OnTriggerEnter Player PlaySound OBJTurretGeneratorDisable ZZEnclaveMQ05Boss1REF.StartCombat Player Disable End That may fix it. Edited March 1, 2014 by Hopper31 Link to comment Share on other sites More sharing options...
Otellino Posted March 1, 2014 Author Share Posted March 1, 2014 Hey Hopper31,Thanks for the suggestion, but it doesn't seem to have made any difference at all. :/ Once again it seems to work fine as a .esp, but when converted to a .esm it seems to do nothing. Link to comment Share on other sites More sharing options...
rickerhk Posted March 3, 2014 Share Posted March 3, 2014 Make sure the trigger, lights, and ZZEnclaveMQ05Boss1REF have the 'persistent' box checked. And use a brand new save that never 'saw' the mod as an esp. Link to comment Share on other sites More sharing options...
Otellino Posted March 3, 2014 Author Share Posted March 3, 2014 Hey Rickerhk,Thanks for the suggestion - The persistent box on all of them has been checked (I un-checked and checked again to make sure), and I tried by using "coc" straight from the main menu, but sadly still no dice. :/ Link to comment Share on other sites More sharing options...
Belthan Posted March 6, 2014 Share Posted March 6, 2014 You need to check every REF in the script, not just in the OnTriggerEnter block. If the code tries to use even one non-persistent ref ANYWHERE in the script, NONE of the script will ever fire. I once had a single line of code in the GameMode block of a fairly big script that was making use of a non-persistent REF. It compiled and worked just fine as an ESP, but when I converted it to ESM the OnActivate block wasn't firing and the default activation for the object was happening. I beat my head against the wall for quite a while, until I figured out the problem wasn't any of the REFs in the OnActivate block, it was that one REF in the GameMode block that prevented it from working as an ESM. Link to comment Share on other sites More sharing options...
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