DocNewcenstein Posted July 4, 2016 Share Posted July 4, 2016 If a Script says (Game.GetFormFromFile(0x000289E4) "Fallout4.esm") does this mean it will always call the script from the ESM and never look at a loose-file variant of it? Link to comment Share on other sites More sharing options...
Reneer Posted July 4, 2016 Share Posted July 4, 2016 (edited) 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 July 4, 2016 by Reneer Link to comment Share on other sites More sharing options...
DocNewcenstein Posted July 4, 2016 Author Share Posted July 4, 2016 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. Link to comment Share on other sites More sharing options...
Reneer Posted July 5, 2016 Share Posted July 5, 2016 If I'm understanding what you want to do correctly, you would still need the MyFunction, yes. Link to comment Share on other sites More sharing options...
DocNewcenstein Posted July 5, 2016 Author Share Posted July 5, 2016 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? Link to comment Share on other sites More sharing options...
Reneer Posted July 5, 2016 Share Posted July 5, 2016 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. Link to comment Share on other sites More sharing options...
DocNewcenstein Posted July 5, 2016 Author Share Posted July 5, 2016 (edited) Sweet, thanks. Another one, if it's not too much trouble:When a script calls "Fill Alias = true", is this saying "fill all available slots for the given function"? Edited July 5, 2016 by DocNewcenstein Link to comment Share on other sites More sharing options...
Reneer Posted July 5, 2016 Share Posted July 5, 2016 You're going to have to give me a better example then that. What function are you using? Link to comment Share on other sites More sharing options...
DocNewcenstein Posted July 9, 2016 Author Share Posted July 9, 2016 The line with the Function in question reads: Function SetCompanion(Actor ActorToMakeCompanion, bool SetCompanion = True, bool FillCompanionAlias = True, bool SuppressDismissMessage = False) Link to comment Share on other sites More sharing options...
Reneer Posted July 9, 2016 Share Posted July 9, 2016 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. Link to comment Share on other sites More sharing options...
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