Feralkyn Posted April 23, 2016 Author Share Posted April 23, 2016 Yup, it's a series of displays copied over from a modder's resource. The activators are visible--i.e. it'll say Activate Clavicus Vile's Bust--but they will not activate on a vanilla Skyrim install. On the install I used to BUILD the mod, they work fine. Is there a way I can try to narrow down which scripts belong to these? It may well be what's missing! Link to comment Share on other sites More sharing options...
Hoamaii Posted April 23, 2016 Share Posted April 23, 2016 Mhm... ok, trying to answer a bit in the blind here, but assuming the activator's script was provided with the modders ressource activator itself, and if you've changed the items names, all you should need to do is change the items names in the script too of course and make sure your properties point to them - if you did change names in the script, you should be able to auto-fill properties so that should solve this part. The way to narrow down which script is used by your activator is easy: in the Ck render window, right-click on the activator and "edit", then edit base object - a window will pop up and you'll see the script name there.Now, if you rigt click on th script, it'll open a sub-menu, if you click "edit", that opens the script text for you where you can change properties both where they're referenced (upper part of the script) and in the script main body - names need to match of course. You then save to compile the script - this creates the .pex. Close it once it's compiled. Then double clicking on the script will open your properties tab, this needs to be refreshed (reopened and check that the properties are correctly filled) every time you change or add a variable to the script - renaming items is one of these. And you need to do that on every instance which uses that script. Another important thing: give a very distinct name to your script - one related to your name for instance. Like Feral_ClavicusActivatorScript for instance. To do that, click add new script, give it that new name - then get back to the old script, select all text and copy - close the old script, open your new empty one and paste text in the new script. BUT if you changed the name, don't forget to change it too in the top line of the script where it still says "Scriptname OldScriptname extends ObjectReference" - replace OldScriptName by your new name or else if won't compile. Once you've done that you'll have both .psc and .pex of your script in your scripts folder, check that properties are correctly filled everywhere, save your .esp (uh and don't forget to remove the old script you're no longer using) - and these new scripts are the ones you need to pack with your data - still in the proper folder structure of course. Does that somehow answer your question? (again, sorry for my awkward English, I wish I could more fluent in English...) Link to comment Share on other sites More sharing options...
Feralkyn Posted April 23, 2016 Author Share Posted April 23, 2016 Your English is perfect :) Thanks so much for all the detail. I'll go through and give it a shot and update later on! Link to comment Share on other sites More sharing options...
Feralkyn Posted April 24, 2016 Author Share Posted April 24, 2016 Update: Between skinnytecboy, grc472 (a kind user testing the mod and providing valuable feedback!!) and you, Haomaii, I have got it sorted out and it's in Version 1 release. Thanks so much! I added you guys to the credits/readme. For anyone else here: when testing, enable Papyrus logging on a vanilla install, and the game will -tell- you which scripts are missing. From there it's a matter of plucking them out of your own install, and packaging them with the mod. Thanks so much again, guys! Link to comment Share on other sites More sharing options...
Hoamaii Posted April 24, 2016 Share Posted April 24, 2016 Glad you sorted it out, Feralkyn! :) I know it can be confusing the first time you launch the CK and try to make your way through it, I was there too at some point - but there are many places where you'll find precious info and guidance: the CK wiki is the first one, full of VERY useful informations, then there are also threads to search here of course, but also on TESAlliance's forums, and lots of tutorials on YouTube. One last thing about scripts, if I may: save games store data from scripts, ALL scripts - so it's best to get it right the first time, or at least not to have to change variables nor properties or save games won't like it, they'll keep looking for the initital variables and grouching when they're missing. You can more or less change events or add properties, but not remove nor rename them. Again, check the CK wiki when in doubt. Good luck with your mod! Link to comment Share on other sites More sharing options...
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