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Why is this script not work?


GodofWolves

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I have tried replacing object id with specif id from the particular cell and it still does not accept it.

Motivation to work on something can only last so long before get a bit burned out and want to take a break. I am taking a bit of a break from geck and get back working on my mod it tomorrow after noon.

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Ok working on this mod got postponed by a day

 

DocMitchellDresserRef.ClearOwnership

 

If I copy and paste that line into the script then I don't get a syntax error

 

but

scn OwnershipKILLTEST

int	JeannieMayWitch 				;variable
						
Begin GameMode

if JeannieMayWitch == 0 && JeannieMayCrawford.GetDead
	SetCellOwnership NovacJeannieMayHouse
	SubQueenBed01DirtyR.ClearOwnership
	endif

end

the line- SubQueenBed01DirtyR.ClearOwnership

is claimed to be the cause syntax error and it's called an invalid reference

Edited by GodofWolves
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Wait I think I may have an idea why this is happening.

DocMitchellDresserRef has an reference editor id and while almost every other one I checked seem to not have one. So I would have to hypothetically go into each individual object for a cell and add a reference editor id make what ever objects want to have working with the script. This sounds like a highly tedious to say the least.

Edited by GodofWolves
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Yes, some commands require a specific ref:

 

You probably are using an Object ID and not a specific ref


think to this like:

Apple.ClearOwnership - would remove ownership of all the apples in the world, pretty much non-sense

MyAppleREF.ClearOwnership - would remove ownership of that specific apple named MyAppleREF

 

So I would have to hypothetically go into each individual object for a cell and add a reference editor id make them work with the script.


I don't know to what are you aiming, but usually a solution like that would mean potential incompatibilities with a lot of things, so probably it's a solution you would use only if you want to make a mod for yourself, since you know your load order etc.etc. You probably could workaround it with a script, but it would require some knowledge on scripting

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I would say I am aiming to do it sort of on a grand scale. More or less; If an actor(s) lives in a place; when they die, it would not be owned by them anymore. Given the size of the game would take long time to achieve, as well as increased the odds of mod incompatibility; I would agree that this would not be ideal.

 

conceptually the only better solution to this problem I can come up with so far, use a form list for specifically for each cell. It would rely accusing the form list to find out what base items I want ownership changes in said specific cells. It Also on a Conceptual level it seems more elegant and less time consuming then the other solution. Figuring out how I would make it is my current problem but hopefully with in a few days I can figure out something. The key word in that sentence if hopefully since I am sure it will take longer.

 

My mind blanks when try to come up with any other solutions so I hope this idea actually can work.

Edited by GodofWolves
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