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Help with my summon horse spell (Driving me crazy)


chambcra

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The problem is sometimes it works fine and sometimes it's bugged. I added it to my horse I got at Zira's horse stable. It seems to always work when the horse is nearby but at a distance it may or may not work. When it doesn't work it seems that the horse has moved to position 200 units to the east but the mesh and textures didn't make the move. I see nothing until I step forward and then I get this:

http://chambcra.freeshell.org/SummonLucy.jpgAt this point I can do a quicksave and quickload and the horse is there or I can use the console and do a disable and enable and all is well. I followed Maigrets Companion Tutorial and the script is the basic summon script that I see everywhere I've looked.

 

scn SummonLucyScript
Begin ScriptEffectStart
ziranh661.moveto player, 200, 0, 0
End
Begin ScriptEffectFinish
End

 

This is the same thing that always works to summon Maigret's Toc Toc the Raven. I've tried putting the disable and enable inside the script with no luck. I'm not sure if I'm really doing that right though.

 

Any help would really be appreciated. These things drive me nuts.

 

Thanks

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Try something like:

Begin ScriptEffectStart

ziranh661.disable

End

 

Begin ScriptEffectUpdate

If ziranh661.getdisabled == 0

return

else

ziranh661.moveto player, 200, 0, 0

EndIf

End

 

Begin ScriptEffectFinish

ziranh661.enable

End

 

I don't know if it'll work right off the bat,I haven't worked on scripts lately.

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Thanks a lot for the reply Legotrash. It works but with the same problem. After I cast the spell and don't see my horse I open the console and do:

prid 1c0030b8

disable

enable

 

close the console and the horse appears.

 

So then using your suggestion for a proper script structure I tried this:

 

scn SummonLucyScript
Begin ScriptEffectStart
ziranh661.moveto player, 200, 0, 0
End
Begin ScriptEffectUpdate
ziranh661.disable
End
Begin ScriptEffectFinish
ziranh661.enable
End

 

and that worked with the same problem. I can't imagine why I'm having this weird problem unless it has to do with the way the Zira's horse stable plugin was made. I'm out of ideas at the moment.

 

Thanks

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I guess it's not really a script problem. For a long time I only fast-traveled to horse stables which always worked. For some reason I did the unusual and fast-traveled to Blankenmarch and the same weird thing happened. I'm wondering if it may have something to do with the way this horse didn't really exist in the flesh until you paid for it and then it appeared in the corral. Probably not. Probably some sort of Oblivion corruption in a saved game or just a bug.

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Sorry,I forgot to tell you why that problem appears: From what I can remember,every single of those things (especially the enable & disable) have to be done in a different frame....or something like that. That's what I've read about containers though,I'm not sure if the same goes for creatures.

I have Maigrets Battle Dogs (gotta remember to endorse it by the way :P ) so I looked at it and you're right,it's simpler than what I wrote. Do you have "quest" and "essential" options ticked on in the creature's tab? Download that mod if you want to check things out and try applying the options in your mod.

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Very good Legotrash. I checked "Quest item" and that seems to have fixed it. I wouldn't have thought of that in a hundred years. Weird that would cause an intermittent problem. It would be nice to know exactly why that works? Is that field proper and required or a work-around or what. I checked and Toc Toc the Raven has quest item checked. Sometimes you just can't fight success so I won't worry about it too much. I haven't really played the game yet but my two test saves that lead up to the failure are both working now. I went back to the original script so it doesn't look like I'll have to figure out the frames thing. Great I can move on to something else now.

 

Thanks a lot.

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I found this in Maigrets Companion Tutorial:

 

"Making him a quest item gives him loading priority, so he always gets loaded at game start. Otherwise he can also be forgotten by the game engine when cells respawn. Don't do it before putting him in the world or the CS will prompt you about Quest items and possibly give an error message."

 

So, that explains it. Now I'm wondering where do the people who write the tutorials learn these nuts and bolts details?

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Glad you made it work!

 

About your question,who knows? Reading other tutorials or experiences,checking under the hood of other mods,trial and error. Lots of ways to learn. From your thread we both learned something,didn't we? :)

 

PS: About the frames,who knows,maybe it isn't needed about containers either. I have to reinstall oblivion because,somehow,I messed it up a bit. When i'll do that I'll revisit a WIP of mine that is about containers.

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