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A way to view active scripts?


Lardtree3

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There is no console command for this type of thing, but there are methods for showing that a script is running. I assume you want to check for a specific script? Then all you need are some simple Debug Functions.

 

The easiest would be a simple "Message". Just find the script you want to test, then add the line:

 

message "Script is Running"

 

Obviously if you are checking several scripts you will want to change the name. You may also want to set some conditions so that you aren't flooded with messages.

If you are using OBSE you have access to several extra debug functions.

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There is no console command for this type of thing, but there are methods for showing that a script is running. I assume you want to check for a specific script? Then all you need are some simple Debug Functions.

 

The easiest would be a simple "Message". Just find the script you want to test, then add the line:

 

message "Script is Running"

 

Obviously if you are checking several scripts you will want to change the name. You may also want to set some conditions so that you aren't flooded with messages.

If you are using OBSE you have access to several extra debug functions.

 

Where would this output the message? At the top of the screen?

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From your last few threads, I'm guessing that this is going to be about decapitation in Deadly Reflex again. I've only installed Deadly Reflex once but I un-installed it immediately due to mod conflicts with it, so I'm not really sure what controls what.

 

I loaded up the mod and took a look a look in the CS. From what I can tell, the whole decapitation process is controlled by the quest "SkycaptainsNPCDecap". The way it works is when an NPC is to be decapitated, a clone of the NPC is created. One of them (I'm not sure if it's the original or the clone) will equip something that will turn the head invisible (a helmet with an empty mesh maybe?). The other one will equip items in all the other slots to turn the rest of the body invisible. This is probably the reason behind your problem of having two NPCs respawning.

 

Unfortunately, I don't know how to stop the decapitation from happening... The script is ~1000 lines long and I'm too lazy to look through all of it and probably the rest of the mod to figure out what actually triggers the decapitation process.

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Wow, perhaps I'm in over my head. I suppose what I thought I could do would be to just swap the decapitation script with the Bow Critical Hit script so that when a decapitation would occur, that animation would play instead but it sounds more complex than that. Thanks for the help though guys, I don't think I'll give up just yet, but it's not looking good :confused:
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