Rashish Posted May 14, 2014 Share Posted May 14, 2014 Howdy folks Been building a multi-level mod. I can link doors and elevators to a second location but more than one floor is giving me trouble.I've tried to write a new Script but it won't save. I saw in one thread that Bethesda removed the error message for scripts (Lord knows why.) but I can't find any errors in my new script.Any help or a point in the right direction will be appreciated. Link to comment Share on other sites More sharing options...
chucksteel Posted May 14, 2014 Share Posted May 14, 2014 Get GECK Power Up it brings back the scripting and other warnings that don't show up in the vanilla GECK. Hope that helps. Link to comment Share on other sites More sharing options...
Rashish Posted May 14, 2014 Author Share Posted May 14, 2014 (edited) Thanks Chuck. That helps. Looks like I'm not getting the Markers right. Anyone know where I can find a tutorial for this? Nothing showing up in Google. Edited May 14, 2014 by Rashish Link to comment Share on other sites More sharing options...
chucksteel Posted May 14, 2014 Share Posted May 14, 2014 the best I have been able to do with elevators was to change the cell that the lucky 38 elevator go's to for the Presidential suite. I would post the script and see if someone can help. Link to comment Share on other sites More sharing options...
Rashish Posted May 14, 2014 Author Share Posted May 14, 2014 (edited) Yeah, I used one of the Gomorrah elevators. Going from one floor to another works.I can get the the "Where would you like to go?" menu but I just get an auto save and stay in the same room. Edited May 15, 2014 by Rashish Link to comment Share on other sites More sharing options...
Rashish Posted May 15, 2014 Author Share Posted May 15, 2014 scn SoFElevatorDoorScript short clevelselect short celevactive begin OnActivate showmessage SoFElevatorMessage set celevactive to 1 end begin GameMode if celevactive == 1 Set celevactive to 0 Set clevelselect to GetButtonPressed if clevelselect == 0 ; Do Nothing Elseif clevelselect == 1 if Button == 1 player.MoveTo 000SoFCMainLevelMarker set rMarker to 000SoFCMainLevelMarker Autosave elseif Button == 2 player.MoveTo 000SoFC2ndFMarker set rMarker to 000SoFC2ndFMarker Autosave elseif Button == 3 player.MoveTo 000SoFArmRmMarker set rMarker to 000SoFArmRmMarker Autosave endif if (Button == 1 || Button == 2 || Button == 3 || Button == 4) if (VNPCFollowers.bBooneHired) && (CraigBooneREF.Waiting != 1) CraigBooneREF.MoveTo rMarker; endif if (VNPCFollowers.bCassHired) && (RoseofSharonCassidyREF.Waiting != 1) RoseofSharonCassidyREF.MoveTo rMarker; endif if (VNPCFollowers.bVeronicaHired) && (VeronicaREF.Waiting != 1) VeronicaREF.MoveTo rMarker; endif if (VNPCFollowers.bLilyHired) && (LilyREF.Waiting != 1) LilyREF.MoveTo rMarker; endif if (VNPCFollowers.RaulHired) && (RaulREF.Waiting != 1) RaulREF.MoveTo rMarker; endif if (VNPCFollowers.ArcadeHired) && (ArcadeREF.Waiting != 1) ArcadeREF.MoveTo rMarker; endif if (VNPCFollowers.bEDEHired) && (EDE1REF.Waiting != 1) if EDE1Ref.GetDisabled == 0 EDE1Ref.MoveTo rMarker elseif EDE2Ref.GetDisabled == 0 EDE2Ref.MoveTo rMarker elseif EDE3Ref.GetDisabled == 0 EDE3Ref.MoveTo rMarker endif endif if (VNPCFollowers.RexHired) && (RexREF.Waiting != 1) RexREF.MoveTo rMarker; endif endif end Link to comment Share on other sites More sharing options...
Rashish Posted May 15, 2014 Author Share Posted May 15, 2014 I want to add a couple more floors but figured I'd get 3 working first. Link to comment Share on other sites More sharing options...
Rashish Posted May 15, 2014 Author Share Posted May 15, 2014 I managed to make it work. I took an Idle animation marker and named it to match the names in the script and made them persistent. I had to delete all of the "set rMarker to" lines as well. Thanks again for the GECK power up link, couldn't have done it without it. Link to comment Share on other sites More sharing options...
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