Hexogen Posted September 17, 2010 Share Posted September 17, 2010 So i made my first script, just to test something. I edited the MS39NirnrootPlantScript (The actual script that is called upon plant harvest) so all plants are 10 times as large, script is as follows: begin GameModeshort DisabledByHarvestDisableSetScaleEX 10 if (DisabledByHarvest != 1) Enable endifend begin OnActivate Activate Disable set DisabledByHarvest to 1end But somehow, some plants arent affected by it, while others are.Someone knows why? Or do i need a cell reset? Or what seems to be the problem? My initial plan was to make a spell like detect life to use on nirnroots, but since i cant figure shader and spell effects, i just increased their size :S Link to comment Share on other sites More sharing options...
Hickory Posted September 17, 2010 Share Posted September 17, 2010 There seems little point in the harvest check, since it's a blanket scaling, yes? Try: short doonce begin GameModeif ( doonce == 0 )DisableSetScaleEX 10Enableset doonce to 1endifend begin OnActivateActivateDisableend Link to comment Share on other sites More sharing options...
Hexogen Posted September 17, 2010 Author Share Posted September 17, 2010 There seems little point in the harvest check, since it's a blanket scaling, yes? Try: short doonce begin GameModeif ( doonce == 0 )DisableSetScaleEX 10Enableset doonce to 1endifend begin OnActivateActivateDisableend Yeah well but its not setting the scale correctly. By the way, after more investigation, looking at a small nirnroot, quicksave, quickload, will make it big, but i have to do that in EVERY new cell i get in in order to size the nirnroots, although the size is in the Gamemode block without and if statements, wich should be run every game frame while its active, still it doesnt work >.> I guess its just a problem with the way the game load already known information :S Link to comment Share on other sites More sharing options...
Hickory Posted September 17, 2010 Share Posted September 17, 2010 Do I understand you correctly. Are you saying that you took out the If/EndIf statements? The whole point of that, is that it will only run ONCE (hence the doonce variable). The Disable is essential before you rescale, else the rescale won't be updated on the fly -- the same effect as you quicksaving/loading. The script as written should work fine. Link to comment Share on other sites More sharing options...
Hexogen Posted September 18, 2010 Author Share Posted September 18, 2010 Do I understand you correctly. Are you saying that you took out the If/EndIf statements? The whole point of that, is that it will only run ONCE (hence the doonce variable). The Disable is essential before you rescale, else the rescale won't be updated on the fly -- the same effect as you quicksaving/loading. The script as written should work fine. Nah i didnt take out the if's. Anyways, since i couldnt figure out why it didnt work, i just edited the mesh >.> Link to comment Share on other sites More sharing options...
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