node_runner Posted September 1, 2011 Share Posted September 1, 2011 I'm trying to create my first mod that changes game settings and object properties globally. As far as I've been able to understand, the appropriate way to do this is with a quest script. I'm having trouble just getting a simple "test" script to even execute though. I've been following the tutorial here: http://cs.elderscrolls.com/constwiki/index.php/Start_Your_Mod The only difference between my setup is that I'm using OBSE v20 because I'm wanting to use some of the OBSE functions. I make sure that I am launching the TES:CS with OBSE support by running the obse_launcher.exe -editor tool. All I'm trying to accomplish in this test, is to reset the weight of a weapon (there are reasons why I don't simply want to edit the weapon properties directly). First, my script: scriptname NRWeightScript float fQuestDelayTime begin GameMode set fQuestDelayTime to 1 if ( player.IsInCombat == 0 ) && ( getStage CharacterGen >= 88 ) message "Script executed." CGAkaviriLongSwordRenault.SetWeight 2 StopQuest NRWeightsQuest return endif end Then I create the quest as directed in the "Start Your Mod" tutorial: 1. Create a new quest named "NRWeightsQuest"2. Check the "STart Game Enabled" box3. Set the condition GetIsPlayableRace == 14. Set the script target to "NRWeightScript"5. Set Priority to 60. Save the mod, and load it into a vanilla installation of Oblivion (with OBSE installed). Nothing ever happens. I don't even get the "Script executed" message. I'm not sure what else to try. From what I've read, I don't need to define any other data for the quest, such as quest stages or anything like that. It would help if could get some kind of debug output at least but I just get nothing. Any ideas? Link to comment Share on other sites More sharing options...
node_runner Posted September 1, 2011 Author Share Posted September 1, 2011 I hate it when I figure things out myself right after I post for help. I just realized that I'm testing this in the tutorial dungeon and the CharacterGen quest has not gone past stage 88 yet. Well, that solved half the problem at least. It looks like I'm either using the OBSE SetWeight function wrong, or I'm not loading OBSE or accessing the function correctly. I get the "Script executed." message now, but it doesn't actually change the weight of the sword. Link to comment Share on other sites More sharing options...
Hickory Posted September 1, 2011 Share Posted September 1, 2011 I hate it when I figure things out myself right after I post for help. I just realized that I'm testing this in the tutorial dungeon and the CharacterGen quest has not gone past stage 88 yet. Well, that solved half the problem at least. It looks like I'm either using the OBSE SetWeight function wrong, or I'm not loading OBSE or accessing the function correctly. I get the "Script executed." message now, but it doesn't actually change the weight of the sword. Captain Renault's (and Glenroy's) katanas have scripts attached to them that either disable them (if lying around) or remove them (if contained) when CharacterGen gets to 88. Link to comment Share on other sites More sharing options...
fg109 Posted September 1, 2011 Share Posted September 1, 2011 I believe that "CGAkaviriLongSwordRenault" is the editor ID of the base object, not a reference ID. So your line should be changed to: SetWeight 2 CGAkaviriLongSwordRenault Link to comment Share on other sites More sharing options...
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