oc3 Posted January 17, 2011 Share Posted January 17, 2011 (edited) I am trying to get my Better Clocks mod to be compatible with better cities and have run into a problem. A clock tower needs to be placed in leyawiin where BC places a Ginko tree. This in a square near the chuch in the middle of a round garden border. BC uses a script to remove the tree when it detects SOMETHING in its Clocks of Cyrodiil esp (an esp which replaces the original CoC to allow them to work in BC) Or SOMETHING in that esp activates the script. My problem is that I cannot figure out what triggers the script in BC so that I can duplicate it in my esp. It is a quest script if that helps. Is there any way that I can determine what the trigger is? The editor ID of the script in BC is BCCoCFixLeyawiin and editor ID for quest is BANLeyawiinCoCfix . I really would be thankful for the help as I have wasted the last week trying in vain to figure it out. Edited January 17, 2011 by oc3 Link to comment Share on other sites More sharing options...
Hickory Posted January 17, 2011 Share Posted January 17, 2011 This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. Link to comment Share on other sites More sharing options...
oc3 Posted January 17, 2011 Author Share Posted January 17, 2011 This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. I contacted Ismelda and she doesn't seem interested in offering much help. So I feel I am on my own. I'm sure she's busy or something. Anyway, I'm not wanting to use their script, just get their already existing script in BC to work with my mod. WillieSea who is the author of the clocks mod has given his blessing already.Thanks Link to comment Share on other sites More sharing options...
Hickory Posted January 17, 2011 Share Posted January 17, 2011 This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. I contacted Ismelda and she doesn't seem interested in offering much help. So I feel I am on my own. I'm sure she's busy or something. Anyway, I'm not wanting to use their script, just get their already existing script in BC to work with my mod. WillieSea who is the author of the clocks mod has given his blessing already.Thanks I'm sorry, but how is getting their script to work with your mod not using it? Link to comment Share on other sites More sharing options...
oc3 Posted January 17, 2011 Author Share Posted January 17, 2011 (edited) This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. I contacted Ismelda and she doesn't seem interested in offering much help. So I feel I am on my own. I'm sure she's busy or something. Anyway, I'm not wanting to use their script, just get their already existing script in BC to work with my mod. WillieSea who is the author of the clocks mod has given his blessing already.Thanks I'm sorry, but how is getting their script to work with your mod not using it? Because I am not using it IN MY mod. I'm just trying to get their script to work like they intended in their mod. The script I am talking about does not do anything in my mod. I am not altering BC in any way. I would never go and try to use someone elses work without their permission. Ask WillieSea or Deathless Aphrodite. And I don't want to bother Ismelda anymore, Ive talked to her twice already and I'm sure she's tired of questions from me. Edited January 17, 2011 by oc3 Link to comment Share on other sites More sharing options...
Hickory Posted January 17, 2011 Share Posted January 17, 2011 This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. I contacted Ismelda and she doesn't seem interested in offering much help. So I feel I am on my own. I'm sure she's busy or something. Anyway, I'm not wanting to use their script, just get their already existing script in BC to work with my mod. WillieSea who is the author of the clocks mod has given his blessing already.Thanks I'm sorry, but how is getting their script to work with your mod not using it? Because I am not using it IN MY mod. I'm just trying to get their script to work like they intended in their mod. The script I am talking about does not do anything in my mod. I am not altering BC in any way. I would never go and try to use someone elses work without their permission. Ask WillieSea or Deathless Aphrodite. And I don't want to bother Ismelda anymore, Ive talked to her twice already and I'm sure she's tired of questions from me. "My problem is that I cannot figure out what triggers the script in BC so that I can duplicate it in my esp. " is what you said. And I wasn't suggesting you were altering BC. I am merely pointing out to you that if you want to understand how the script works in BC that the authors are the ones to talk to, especially if you want to use the same method in your mod. I don't know why Ismelda won't talk to you. Have you tried Vorians? Link to comment Share on other sites More sharing options...
oc3 Posted January 17, 2011 Author Share Posted January 17, 2011 (edited) This would be better taken up with the Better Cities mod team, especially if you are going to be using part of their script in your mod. I contacted Ismelda and she doesn't seem interested in offering much help. So I feel I am on my own. I'm sure she's busy or something. Anyway, I'm not wanting to use their script, just get their already existing script in BC to work with my mod. WillieSea who is the author of the clocks mod has given his blessing already.Thanks I'm sorry, but how is getting their script to work with your mod not using it? Because I am not using it IN MY mod. I'm just trying to get their script to work like they intended in their mod. The script I am talking about does not do anything in my mod. I am not altering BC in any way. I would never go and try to use someone elses work without their permission. Ask WillieSea or Deathless Aphrodite. And I don't want to bother Ismelda anymore, Ive talked to her twice already and I'm sure she's tired of questions from me. "My problem is that I cannot figure out what triggers the script in BC so that I can duplicate it in my esp. " is what you said. And I wasn't suggesting you were altering BC. I am merely pointing out to you that if you want to understand how the script works in BC that the authors are the ones to talk to, especially if you want to use the same method in your mod. I don't know why Ismelda won't talk to you. Have you tried Vorians? Sorry for getting spun up, I thought you were implying something. I agree, they are the experts, Ismelda has not refused to talk to me, it's just from the 'tone of her voice' I get the feeling she's not interested. Maybe I'm wrong, but I'm a bit hesitant to keep bothering her being somewhat of a newcomer. And I see now why you misunderstood me, sorry, My sentence you quoted was maybe a bit ambiguous. Read it again, but understand that what I wish to duplicate is the TRIGGERING, not the script itself. I haven't spoken directly with Vorians, although he? was asked about the issue by Ismelda in replying to my first question to her, so he is aware of of my interests. Maybe I'll contact him. I'm just getting so tired of this single issue with the Ginkgo tree, it's the only thing making my mod incompatible with BC. Spent all my free time the past week or two, and I'm getting edgy (Crazy). If I can't figure it out soon, I'll just release it with the Leyawiin clock tower in a crappy location and leave it to someone who is smarter than me to fix.:sad: I don't even use better cities, just trying to fix my mod so people who do and have requested it can enjoy it.Sorry for the misunderstanding o_O And Thanks for replying to me, so far, your the only one. Words can be very easlily (< Beer effect) misunderstood.Peace!OC3 Edited January 17, 2011 by oc3 Link to comment Share on other sites More sharing options...
Hickory Posted January 18, 2011 Share Posted January 18, 2011 Wouldn't it be easier for you to (temporarily) install BC and then create an optional patch esp (which removes the tree) to go with your mod for those who use BC? Link to comment Share on other sites More sharing options...
theuseless Posted January 18, 2011 Share Posted January 18, 2011 I would load up BC with your mod. Make sure that BC is set first (or before) your mod. Then go to the ginko and remove it. This will make your mod dependent on the BC. Remove the tree and set your clock tower. You can do this as a patch, as hickory mentioned. You do this by making a new esp, load it after your mod, with BC loaded last. Then make your changes and save. This way, you need only the patch esp when running both your mod and BC. Link to comment Share on other sites More sharing options...
theuseless Posted January 18, 2011 Share Posted January 18, 2011 I would load up BC with your mod. Make sure that BC is set first (or before) your mod. Then go to the ginko and remove it. This will make your mod dependent on the BC. Remove the tree and set your clock tower. You can do this as a patch, as hickory mentioned. You do this by making a new esp, load it after your mod, with BC loaded last. Then make your changes and save. This way, you need only the patch esp when running both your mod and BC. Link to comment Share on other sites More sharing options...
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