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Persistant ref acting non persistant?


Ranokoa

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Okay, so I have 3 MARKED PERSISTANT!!!!!! References used in a script. Well.. I've never had this problem before but when I try to save it with these references it says that they are not persistant, I checked 5 times they are definitely persistant. Why is it saying they are not?
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Okay, so I have 3 MARKED PERSISTANT!!!!!! References used in a script. Well.. I've never had this problem before but when I try to save it with these references it says that they are not persistant, I checked 5 times they are definitely persistant. Why is it saying they are not?

What are they named, what kind of objects are they, and to what mod are they native to? How are they used in scripting, did you remember to start their editor IDs or Reference names with atleast 3 LETTERS instead of numbers?

 

If the objects are actors which are part of the mod you're currently working on, it's sometimes easiest to just delete them, and start fresh, grabbing the reference name directly from the script. You should also ensure that the functions which are using those objects are also valid for that type of object.

 

Editor IDs or named references should NEVER start with numbers. This is because the script gets confused when it sees the first character as being a number and tries to read it as a Form ID. If this isn't done, you can often run into those objects not being found.

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The objects are Fort End Cap Figs, and there reference names are RECF12 RECF13 and RECF14 respectively. They are static objects. The script simply enables and disables them, revealing a trap which a separate script activates. This is done, do my remembering, 7 times already all functional and successful throughout the maze in which they are being used. I am unsure if you still have editor access to that page I uploaded Colored Rooms ship interior or not, but considering how your status has changed since then I believe it to be irrelevant. Try looking for FD Team File Transfer page on Tesnexus under my name, and look for Shifting Halls if you wish to try it out. Although that version is now vastly out of date as the mod itself has grown about 50% since then, it should give you a very good explanation of things. (That is, if you want to try it)

 

This is why it confuses me. Should it have been dealing with different variable conditions than I am used to I might not be so confused, but considering the exact same method is used with almost the exact same script, reference and editor IDs it baffles me.

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