nexusMods3 Posted July 11, 2014 Share Posted July 11, 2014 (edited) So I've tried using RegisterForKey and RegisterForSingleUpdate, but couldn't use either of them because of the error. I've found some possible causes on the creation kit's website, but none of them seem to be my problem...I've read on other websites about "transient references", and on this topic http://forums.nexusmods.com/index.php?/topic/843007-skse-keypress-event-script-help/ , the guy actually solves the problem, as he says on the last post :"I made a quick blank Quest with a single script in it (the same code that is on the first post), called the sections of code via functions from my object reference script, and it worked!". I also found in another random place a guy saying he made a dummy quest or something like that. But I didn't find any explanation. Can someone explain step by step whatever I have to do with quests to make my RegisterForSingleUpdate work? Thank you. Edited July 11, 2014 by nexusMods3 Link to comment Share on other sites More sharing options...
nexusMods3 Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) So I've figured this out...for anyone that might encounter the unable to call something - no native object:1-Create a quest in the creation kit2-Go to the script tab and create a script with the events you want(in my case onkeyup, onkeydown)3-In your original script(not the quest one, the one that wouldn't work because of the error), create a property to refer to this quest.4-Whenever you need to use the function that was failing before on your original script, you type myDummyQuest.functionThatwasFailing(example: myDummyQuest.RegisterForKey). That's it. Edited July 11, 2014 by nexusMods3 Link to comment Share on other sites More sharing options...
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