dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 The Script(s) didn't work, no MessageBox and no dust..... Link to comment Share on other sites More sharing options...
XJDHDR Posted February 20, 2010 Share Posted February 20, 2010 This is very strange. Theoretically, it should be working. Try this then:ScriptName {NameOfYourNewQuest}Script Float fQuestDelayTime Begin GameMode If GetSecondsPassed >= 5 MessageBox "Animation Started" {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 StopQuest {NameOfYourNewQuest} EndIf End I basically removed the Return command. If this doesn't work, I don't know what else could be wrong. If it comes to that, I'll try asking for help on the Bethsoft forums. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 I shall test the new Script soon :thanks: P.S - All of Oblivion 4ever's Reference ID's now start with O4E. This will make Oblivion 4ever more compatible with Plug-Ins from other Modders :thumbsup: Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 No success..... :confused: I think there's something missing in the red part of the first version of your Quest Script, the rest of it seemd to work as it should... ScriptName {NameOfYourNewQuest}Script Float TimerFloat fQuestDelayTime Begin GameMode If fQuestDelayTime != .1 Set fQuestDelayTime to .1EndIf If Timer == 0 MessageBox "Timer Started" Set Timer to GetSecondsPassed ReturnElse If GetSecondsPassed - Timer < 5 Return Else MessageBox "Animation Started" {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 StopQuest {NameOfYourNewQuest} EndIfEndIf End :smile: Or, maybe we could add a Script to the Dust Cloud itself instead? Link to comment Share on other sites More sharing options...
XJDHDR Posted February 20, 2010 Share Posted February 20, 2010 Other than not modifying existing records unless you have to, there isn't much else that can be said on that topic. The most common example I see of this is a mesh or texture replacer. Some people create a new mesh or texture for an object (let's say a sword), put them into a custom/ unique folder directory then create an ESP that tells the game to look for the sword's mesh or texture in the custom directory. The problem with this is that if another mod makes changes to that sword as well, the two mods will conflict and you won't be able to have both changes (ie you will have to have either the new mesh/ texture or the tweaks, not both). The correct way of creating a mesh or texture replacer is to make the mesh or texture overwrite the existing one. Basically, for every way of achieving a certain goal which involves editing an existing record, there is almost always a clean way of doing that. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 It doesn't matter to me if we can't make the Quest Script work right now; the statue of Mehrunes Dagon still crumbles to the ground and that was the Main Goal :thanks: :thumbsup: I will test your Quest Scripts again tomorrow... maybe it was I who did something wrong... :whistling: And, i could also e-mail you the Test Plug-In I use so you may take a closer and maybe better look at things yourself? :smile: Link to comment Share on other sites More sharing options...
XJDHDR Posted February 21, 2010 Share Posted February 21, 2010 I asked for help on the Bethsoft forums and it seems like I used the GetSecondsPassed command incorrectly again. The suggestions are here. Otherwise, here is the revised script to attach to the high-priest (with performance tweaks):ScriptName {WhateverNameYouWantInOneWord} short done float timer Begin OnDeath {ReferenceIDOfStatue}.playgroup unequip 0 set Start to 1 set timer to 5 End ; --------------------------------------------------- begin gamemode if Start == 0 Return Else set timer to timer - getsecondspassed if timer >= 0 Return Else MessageBox "Animation Started" {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 set Start to 0 endif endif end The quest script will not be required anymore if this works. Anyway, try this out and tell me if it works. Link to comment Share on other sites More sharing options...
dutch666 Posted February 21, 2010 Author Share Posted February 21, 2010 Ok, we shall see if the above Script works... P.S: I added the following piece of Code to the Script: 'short start'. Otherwise I get the following Error Message: Line 9: Unknown variable 'Start'. Link to comment Share on other sites More sharing options...
dutch666 Posted February 21, 2010 Author Share Posted February 21, 2010 It worked! Great! :cool: I will spend the next hour or so working on the Mod. :smile: Link to comment Share on other sites More sharing options...
dutch666 Posted February 21, 2010 Author Share Posted February 21, 2010 After adding Scripts, stuff and playtesting it all there's still a lot of tweaking to do, but if I decide to add the DustFX to Oblivion 4ever than the Script I will use reads as follows: ScriptName O4EHighPriestsScript short start short done float timer Begin OnDeath O4EStatueDagonCrumble01REF.playgroup unequip 0 O4EStatueDagonCrumble02REF.playgroup unequip 0 O4EStatueDagonCrumble03REF.playgroup unequip 0 O4EStatueDagonCrumble04REF.playgroup unequip 0 O4EStatueDagonCrumble05REF.playgroup unequip 0 set Start to 1 set timer to 5 End ; --------------------------------------------------- Begin GameMode if Start == 0 Return Else set timer to timer - getsecondspassed if timer >= 0 Return Else O4EFXDustPuffUp01REF.playgroup forward 0 O4EFXDustPuffUp02REF.playgroup forward 0 O4EFXDustPuffUp03REF.playgroup forward 0 O4EFXDustPuffUp04REF.playgroup forward 0 O4EFXDustPuffUp05REF.playgroup forward 0 set Start to 0 endif endif End What do you think? :smile: Link to comment Share on other sites More sharing options...
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