Allana Posted August 4, 2011 Share Posted August 4, 2011 This is my first attempt at a mod, so please bear with me. I've been looking at all the info I can find on-line, but I'm not figuring out what is going on here. I just created a very simple plugin which adds a new item to the player's inventory. I used a very simple script (see below) which is called out by a simple quest that has nothing but "enable on startup" and the reference to the script. I used another mod as an example when I created mine, and I'm assuming that the quest is what activates the script to add the item, though I haven't actually tried making the plugin without the quest. The script is below: Scn FBUAmuletOfDispelQuestScriptBegin GameModeplayer.AddItem FBUAmuletDispel 1StopQuest FBUAmuletDispelQuestEnd There's no dialog, no quest stages, nothing else at all in the quest. It all works (item was added to my player inventory on loading a savegame), but when I look at my new plugin in TESEdit, there is a "Dialog Topic" item in it with what appears to be a generic dialog in it. I don't see that when I look at similar simple mods. Am I doing something wrong? How do I prevent that from getting added to my plugin since I don't apparently need it? Or am I supposed to delete it somehow? As far as I can tell, it is not doing anything, as I get the item and the script should stop the quest. Link to comment Share on other sites More sharing options...
Hickory Posted August 4, 2011 Share Posted August 4, 2011 This is my first attempt at a mod, so please bear with me. I've been looking at all the info I can find on-line, but I'm not figuring out what is going on here. I just created a very simple plugin which adds a new item to the player's inventory. I used a very simple script (see below) which is called out by a simple quest that has nothing but "enable on startup" and the reference to the script. I used another mod as an example when I created mine, and I'm assuming that the quest is what activates the script to add the item, though I haven't actually tried making the plugin without the quest. The script is below: Scn FBUAmuletOfDispelQuestScriptBegin GameModeplayer.AddItem FBUAmuletDispel 1StopQuest FBUAmuletDispelQuestEnd There's no dialog, no quest stages, nothing else at all in the quest. It all works (item was added to my player inventory on loading a savegame), but when I look at my new plugin in TESEdit, there is a "Dialog Topic" item in it with what appears to be a generic dialog in it. I don't see that when I look at similar simple mods. Am I doing something wrong? How do I prevent that from getting added to my plugin since I don't apparently need it? Or am I supposed to delete it somehow? As far as I can tell, it is not doing anything, as I get the item and the script should stop the quest. Maybe you selected 'New' in the quest dialog? Whatever, if you don't need it, just delete it in TES4Edit. Right click / Remove. Link to comment Share on other sites More sharing options...
Allana Posted August 4, 2011 Author Share Posted August 4, 2011 (edited) Maybe you selected 'New' in the quest dialog? Whatever, if you don't need it, just delete it in TES4Edit. Right click / Remove. Was I not supposed to select "New" in the quest window (right-click in the editor id column of the quest dialog pane & select "new")? I thought that is what I am supposed to do, based on all the tutorials I read. But, if I can just delete it in TES4Edit, I will. Thank you! Edited August 4, 2011 by Allana Link to comment Share on other sites More sharing options...
Hickory Posted August 4, 2011 Share Posted August 4, 2011 Maybe you selected 'New' in the quest dialog? Whatever, if you don't need it, just delete it in TES4Edit. Right click / Remove. Was I not supposed to select "New" in the quest window (right-click in the editor id column of the quest dialog pane & select "new")? I thought that is what I am supposed to do, based on all the tutorials I read. But, if I can just delete it in TES4Edit, I will. Thank you! What I meant was in the quest 'Topic' column, where the dialogs go. Whatever happened, it's your mod and you don't need dialogue so it's safe to delete it. Link to comment Share on other sites More sharing options...
David Brasher Posted August 4, 2011 Share Posted August 4, 2011 The CS is a woefully buggy program. If it was a mod, people would leave lots of negative comments and even give it thumbs downs. They would demand that the author release updates to fix various bugs. People would talk trash about the "abandoned beta" made by a modder who doesn't care. So the CS is an automatic mod dirt generator. The CS very well could have generated mod dirt in a dialog topic with absolutely no operator error on your part. Some common places it generates mod dirt are GREETING and HELLO. So the only thing a modder can do is modclean each mod he or she builds at the very end of the process. Link to comment Share on other sites More sharing options...
Allana Posted August 5, 2011 Author Share Posted August 5, 2011 Ah! Thank you both, that helps a lot. Ok, I will go look for some modclean tools to make sure there's not something else lurking there. Link to comment Share on other sites More sharing options...
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