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Help understanding script calls


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No, that isn't quite how it works. The GetFormFromFile only points to the reference in the ESM file - whether the game has loaded the archive version of the script or a loose-file version is done by the game engine well before that script runs based on how the user INI files are set up. Edited by Reneer
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Thanks.

 

Regarding Extending scripts, if I copy/paste a section of a base script I want my extending script to change into my extending script and make the changes I want, do I need the "MyFunction" and such as used in the examples at the WIKI regarding Extending Scripts?

 

I'd paste the link, but I still can't figure out why in the hell this board suddenly stopped letting me paste anything.

 

 

 

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Ok, thanks again, but I think I worded the question incorrectly, now that I go back and re-read the WIKI.

 

The parent script reads

 

Function SetCompanion (which would be the "MyFunction" part), and obviously my extending script will need to include Function SetCompanion (I'll take that facepalm now).

 

What I should have asked was, do I need to add the "debug.trace ("Child Function SetCompanion")" the WIKI example references, since the portion of the parent script I'm extending does not have the "debug.trace(Parent Function SetCompanion)" counterpart?

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Ok, thanks again, but I think I worded the question incorrectly, now that I go back and re-read the WIKI.

 

The parent script reads

 

Function SetCompanion (which would be the "MyFunction" part), and obviously my extending script will need to include Function SetCompanion (I'll take that facepalm now).

 

What I should have asked was, do I need to add the "debug.trace ("Child Function SetCompanion")" the WIKI example references, since the portion of the parent script I'm extending does not have the "debug.trace(Parent Function SetCompanion)" counterpart?

Nope, you don't need to add that at all.

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The line with the Function in question reads:

Function SetCompanion(Actor ActorToMakeCompanion, bool SetCompanion = True, bool FillCompanionAlias = True, bool SuppressDismissMessage = False)

All that is doing is telling the Companion Quest to fill the Quest Alias marked "Companion" so that other scripts can check to see which Companion the player currently has.

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