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  On 11/6/2016 at 5:39 AM, IsharaMeradin said:

If your plugin has the DLC as an actual master, it should have caused an issue when you tried to load it while the DLC were inactive. If your plugin does not have the DLC as masters and your script(s) merely check for their presence, then it would still run.

It did have DLC as masters, had a few things that required DLC to craft them. Yes my scripts check for DLC on mod start. Which is why I'm curious about this I didn't think it was supposed to load into game with DLC disabled when the mod requires it. Unless the Item swap was actually working but the recipe didn't show up as I tied it to a dlc named global value.

Edited by LadyCrystyna
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  On 11/6/2016 at 5:45 AM, LadyCrystyna said:

 

  On 11/6/2016 at 5:39 AM, IsharaMeradin said:

If your plugin has the DLC as an actual master, it should have caused an issue when you tried to load it while the DLC were inactive. If your plugin does not have the DLC as masters and your script(s) merely check for their presence, then it would still run.

It did have DLC as masters, had a few things that required DLC to craft them. Yes my scripts check for DLC on mod start. Which is why I'm curious about this I didn't think it was supposed to load into game with DLC disabled when the mod requires it. Unless the Item swap was actually working but the recipe didn't show up as I tied it to a dlc named global value.

 

You've got me stumped on this one. No idea what is going on.

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  On 11/6/2016 at 5:52 AM, IsharaMeradin said:

 

  On 11/6/2016 at 5:45 AM, LadyCrystyna said:

 

  On 11/6/2016 at 5:39 AM, IsharaMeradin said:

If your plugin has the DLC as an actual master, it should have caused an issue when you tried to load it while the DLC were inactive. If your plugin does not have the DLC as masters and your script(s) merely check for their presence, then it would still run.

It did have DLC as masters, had a few things that required DLC to craft them. Yes my scripts check for DLC on mod start. Which is why I'm curious about this I didn't think it was supposed to load into game with DLC disabled when the mod requires it. Unless the Item swap was actually working but the recipe didn't show up as I tied it to a dlc named global value.

 

You've got me stumped on this one. No idea what is going on.

 

Ok thanks, I just thought it was really weird unless the item swap in the game makes it not require the DLC. It's got me stumped also.

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Ok I understand the global value to make the recipe show as well as the workbench swap however, the item swap is not working for some reason I'm thinking it's a scripting issue but I'm not seeing why it's not working (not good with scripting). Any help with this would be appreciated. Thanks in advance.

 

Here is what I came up with:

 

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LCCA_DawnguardItems.AddForm(Game.GetFormFromFile(0x02011999, "Dawnguard.esm")) ; Vale Deer Hide

GetFormFromFile uses the ID# for the form within the plugin only, load order is not considered.

If the ID# in the CK and game is 02011999, its ID# for GetFormFromFile is 00011999

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The workbench swap is working the activating global value is also working. However, the item swap still is not working.

 

 

Edit: I kept messing with the script and got it to work. If anyone wanted to know you have to do each item separately so if you have multiple swaps you can only do one swap per function. Make sure you set that constructible object to that specific item and no others are set to that item. But it works. Thank you so much for your help IsharaMeradin :smile:

 

 

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Edited by LadyCrystyna
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