LadyCrystyna Posted November 6, 2016 Share Posted November 6, 2016 (edited) 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 November 6, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 6, 2016 Share Posted November 6, 2016  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. Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 6, 2016 Share Posted November 6, 2016   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. Link to comment Share on other sites More sharing options...
wolfmanjack007 Posted November 12, 2016 Share Posted November 12, 2016 ok here's one. Been modding and using soundtrack add-ins and replacers for a long time now. Having a problem where no matter which one I try to use, i won't hear it in game anymore. Still hear the vanilla soundtrack(not that it's bad) even if I choose replacers. Anyone? Beuller? Link to comment Share on other sites More sharing options...
wolfmanjack007 Posted November 12, 2016 Share Posted November 12, 2016 Disregard-in a flurry of reinstalling different ones, erasing and making new saves, and moving to different locations alot, I somehow solved my issue. Unfortunately, I don't really know exactly what solved it, but at least it happened Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 13, 2016 Share Posted November 13, 2016     I'm making a DLC MCM version of my mod however I would like to make it available to use with Vanilla Skryim without glitching the recipes I added. Is there a way to do that?If your recipes are using DLC items, traditionally the answer would be no the DLC is a hard requirement because of that. However, SKSE has added numerous functions to the ConstructibleObject script. With them you could have your recipes use stock/vanilla items and swap them out for the DLC items if the DLC is present. You can also include a condition that a global variable be at a certain value in order for the recipes to display. If the DLC is present, set the global. Otherwise leave the global at a non-matching value and those without the DLC won't even see the recipes. I'm taking a look in more depth into using something like this, I've started the script but I get a ton of errors when trying to compile. Is it possible to get an example of what item swap would look like to give me a base reference please?  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:   Scriptname LCCA_DG_CompatibilityScript extends Quest GlobalVariable Property LCCAInstDawnguard AutoKeyword Property CraftingTanningRack AutoFormList Property LCCA_DawnguardItems Auto FormList Property LCCA_DawnguardLeatherRecipes AutoMiscObject Property DLC1DeerHide Auto ; Vale Deer Hide ; Leather RecipesConstructibleObject DG_RecipeLeatherValeDeerHide_A_LCCAConstructibleObject DG_RecipeLeatherValeDeerHide_C_LCCA Function DG_Compatibility()If LCCAInstDawnguard.getValue() == 1 LCCA_DawnguardItems.AddForm(Game.GetFormFromFile(0x02011999, "Dawnguard.esm")) ; Vale Deer HideDG_Enable() DG_SwitchLeatherWorkbenchOn()EndIfEndFunction Function DG_Enable()DG_RecipeLeatherValeDeerHide_A_LCCA.SetResult(DLC1DeerHide)DG_RecipeLeatherValeDeerHide_C_LCCA.SetResult(DLC1DeerHide)EndFunction Function DG_SwitchLeatherWorkbenchOn()Int RecipeListCount = LCCA_DawnguardLeatherRecipes.GetSize() While RecipeListCount >= 0RecipeListCount -= 1ConstructibleObject CurrentRecipe = LCCA_DawnguardLeatherRecipes.GetAt(RecipeListCount) As ConstructibleObject CurrentRecipe.setWorkbenchKeyword(CraftingTanningRack)EndWhileEndFunction Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 13, 2016 Share Posted November 13, 2016 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 Link to comment Share on other sites More sharing options...
LadyCrystyna Posted November 13, 2016 Share Posted November 13, 2016 (edited) 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:   Function DG_SwitchValeDeerHide()Int RecipeListCount = LCCA_DawnguardRecipes.GetSize() While RecipeListCount >= 0RecipeListCount -= 1ConstructibleObject CurrentRecipe = LCCA_DawnguardRecipes.GetAt(RecipeListCount) As ConstructibleObjectIf CurrentRecipe.GetResult() == DeerHideCurrentRecipe.SetResult(DLC1DeerHide)EndIfEndWhileEndFunction Edited November 19, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
xcafe Posted November 23, 2016 Share Posted November 23, 2016 If I've got a formlist full of spells, how would I script a function to add those to the player? Link to comment Share on other sites More sharing options...
Zzyxzz Posted January 18, 2017 Share Posted January 18, 2017 (edited) Nvm, wrong place for that. Edited January 18, 2017 by Zzyxzz Link to comment Share on other sites More sharing options...
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