Quetzlsacatanango Posted January 21, 2011 Share Posted January 21, 2011 I don't know if it's possible to make a reference it's own enable parent, but it sounds like that's what you did... Or maybe you made one of the lights the enable parent of the activator, so when the light is disabled it takes the switch with it. Highlight it in the render window and see where the arrows point. Link to comment Share on other sites More sharing options...
davidlallen Posted January 21, 2011 Share Posted January 21, 2011 I downloaded it, but I used fnvedit to look at it rather than either geck or in-game. At some recent point did you use the button "recompile all scripts"? This is probably the reason for the huge file size. All of the scripts show up in fnvedit as being changed. Also, there are about a dozen rooms and areas that show as modified, such as hidden valley bunkers, ranger station foxtrot, and many others. I don't know exactly what is wrong. But, I'd start by cleaning all the references you didn't mean to change, using fnvedit. If you haven't used it, you can get the big manual, and the program itself, from newvegasnexus. You'll need to do this anyway, before you can release it. I bet you will find while cleaning it, that the problem with activators suddenly goes away again. If not, upload the cleaned version and we'll look at that. Link to comment Share on other sites More sharing options...
Floatsup Posted January 21, 2011 Share Posted January 21, 2011 Ah thats great. Will D/L later on. Gonna crash out though. Thaks for the heads up, appreciated it. Cheers. Link to comment Share on other sites More sharing options...
davidlallen Posted January 21, 2011 Share Posted January 21, 2011 There are some objects in your mod which are *unintentionally* duplicated. (Some may be on purpose and only you can tell which.) For unintentional duplication, the objects show up in fnvedit in green. Select or group-select these objects in fnvedit, then right click and select "remove". What this does is remove the object from *your* mod. It does not remove it from the base game. So then the base game object can "shine through" again, if that makes sense. Delete all the script objects you didn't want, hopefully with one group select, and you should see the file size go back down. Clean up all the other ones, so that when you browse all the objects in fnvedit, you only see the ones you intentionally changed. Then if you are still getting funny behavior from the activator, put it up and we'll take another look. Link to comment Share on other sites More sharing options...
Floatsup Posted January 21, 2011 Share Posted January 21, 2011 Thanks Dave, Im trying now, I put up another threadabout this, seeing I dont want t hijack this thread. Link to comment Share on other sites More sharing options...
mjskull Posted January 25, 2011 Share Posted January 25, 2011 ooh another lightswitch thread, ive just posted this on 2 other threads in the hopes it may help: OK quick step by step of how ive achieved this. 1. Add a reference of an ON light2. Add a reference of an OFF light3. Add your light emitter4. Add your Activator (switch) you have to be able to add a script to it.5. Make the ON light a persistant reference and disabled by default.6. add your script to the switch, should be something like on activate if linked ref is disabled enable linked ref else disable linked ref (give a heads up if you want the script, you should use the "activate" function in the script to simulate the switch animation after each enable or disable)7. add linked ref on the switch to the ON light.8. Add parent ON light to the OFF light and make sure you set to "opposite enable state of parent" and "pop in"9. set parent of light emmiter to the ON light (dont set anything for opposite or pop in leave them unchecked) but make sure they are disabled by default10. any extra lights you want to run off this setup, just make the ON and OFF and emitter lights children of the main ON light with all the OFF versions being "opposite enable state" and "pop in"11. Make sure all the extra ON lights and emitters are disabled by default. So what happens is you wil be in your worldspace with all the OFF light models showing, the on lights and emitters are disabled by default so they wont be in view, you activate the switch, the script runs (with the activate function in it the switch will animate) it will then enable the main ON light, all the other ON lights which are children will then also come on, the OFF lights set to opposite enable state will then disable (as the ON light is enabled) the emitters at the same time being children of the main on light have also come on, your world is lit, turning the switch off will have the opposite effect. I have a mod in the works called OpenDoors which has some light switches (hopefully releasing new version tonight) which are also dependant on power being on for the building. (so 1 big switch to get power on for the building, if the generator is running....then smaller switches that control lights in each room) If youre still having problems i suggest downloading it and opening it up and seeing how ive done it. Hope that helps. Mike Link to comment Share on other sites More sharing options...
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