Herald777 Posted July 14, 2016 Share Posted July 14, 2016 (edited) I just used the tutorial as a test to see if I can get the script working, but it doesn't work. (I used an activator ash pile for the test and the message box never pops up) It seems no matter what I do when adding or changing scripting (Even the simplest of scripts) it never works. (Even though there are no errors while compiling) I don't know why. It seems whenever I make any kind of change to the scripts the only things that work are deleting something or changing something enough so there's an error when compiling. I'm pretty new to scripting and never actually got a script to work, but I've done a lot of research on it. I thought it might have been user error on my part, but now I'm not so sure any more. Sorry if I seem like I'm ranting, but it's the truth. Any help or suggestions to my scripting problems would be greatly appreciated. Edited July 14, 2016 by Herald777 Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 14, 2016 Share Posted July 14, 2016 Did you setup your ini files for modding because tour problem sounds similar to this one https://forums.nexusmods.com/index.php?/topic/4658505-need-help-with-onactivate-it-doesnt-seem-to-trigger/ . And that was the problem there. Link to comment Share on other sites More sharing options...
carcharhinidea Posted July 14, 2016 Share Posted July 14, 2016 yeah. it looks very similar to what had me going crazy there. I used this tutorial about the files I needed to modify:http://www.nexusmods.com/fallout4/videos/87/?it works just fine now. Link to comment Share on other sites More sharing options...
Herald777 Posted July 14, 2016 Author Share Posted July 14, 2016 Thank you for trying to help me, but unfortunately it didn't work even after I edited all the ini files. I'm able to do a lot of other types of modding changes, but the scripts are giving me the worst trouble. Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 14, 2016 Share Posted July 14, 2016 (edited) Did you try using onActivate in the scipt on the ash pile. Because the hello world tutorial you mentioned used onQuestInint() which I don't think works on an activator. Maybe you can post your script here so we can see what your trying to do. Edited July 14, 2016 by LoneRaptor Link to comment Share on other sites More sharing options...
Herald777 Posted July 14, 2016 Author Share Posted July 14, 2016 At first I was a little confused as to what you are referring to, but I tried searching the Creation Kit wiki a little more and I found 2 pages for Hello World. Is this what you are referring to? http://www.creationkit.com/fallout4/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World This is what I was referring to: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World (I know that it's for Skyrim, but I didn't know the other page existed and I figured that the scripting would be either the same or close to the same thing in Fallout 4 since there are many similarities between the two) This is the script I'm trying to use: Scriptname TESTSCRIPT extends ObjectReference Const Event OnActivate (ObjectReference akActionRef) Debug.MessageBox("Hello, World!")endEvent Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 14, 2016 Share Posted July 14, 2016 (edited) I was indeed refering to the first one. Your script looks fine and should work. Try making your activator like this (Post 4) and see if that helps. Edited July 14, 2016 by LoneRaptor Link to comment Share on other sites More sharing options...
Herald777 Posted July 15, 2016 Author Share Posted July 15, 2016 I figured out what the problem is. I also posted this topic on Bethesda.net yesterday and wanted to see if anyone else from there can help me out. (I figured it would be best if I posted it on both sites so it would be more likely that someone more skilled with scripts than I am can help with this problem) While I was making the topic on there, a suspicion came to my mind. I was wondering if it made any difference if I was testing my scripts and mods on my Xbox One. (Because my computer isn't powerful enough to play the game well enough to play past the main menu) I would have mentioned it earlier, but I thought it wouldn't have made too much of a difference when I created this topic on this site. (Because of script heavy mods like Infinite Answer being available for consoles) (I really should have thought about this earlier) I'm sorry I should have mentioned this earlier. Thank you for all the help you tried to give me. I greatly appreciate it. Are there any other types of scripts (besides debug scripts) or anything else that doesn't work on consoles that I should know about? I would greatly appreciate if anyone can let me know. Link to comment Share on other sites More sharing options...
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