greekrage Posted November 19, 2016 Share Posted November 19, 2016 Its obvious that it works fine for me since files are local but when i upload my mod people cant get the terminals to work. I add the script i use plus the fragment that was created ( in their proper folders ) hence.. Data folder = esp and scripts and scripts contains the fragment . Am i missing something ? Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2016 Share Posted November 19, 2016 I assume your terminal and door have a linked ref. Have you set the proper keyword on it? I had this problem with a terminal that opened a safe, didn't have the keyword set. I guess the only other thing cold be is that doors are Persistent Ref's and if they got baked into a save new edits may not apply without a new game or a save from before the door was added. Link to comment Share on other sites More sharing options...
greekrage Posted November 19, 2016 Author Share Posted November 19, 2016 Just found a folder called User in the source folder that contains a terminal fragment ...is this what im missing ? Link to comment Share on other sites More sharing options...
greekrage Posted November 19, 2016 Author Share Posted November 19, 2016 I assume your terminal and door have a linked ref. Have you set the proper keyword on it? I had this problem with a terminal that opened a safe, didn't have the keyword set. I guess the only other thing cold be is that doors are Persistent Ref's and if they got baked into a save new edits may not apply without a new game or a save from before the door was added. the doors open and close fine for me ...but im having a problem or should i say...i dont know which files to add to the upload so the users can use the terminals successfully .The doors i use are marked as locked by me and "needs terminal " etc... and then in the script properties they are selected via "object reference " . and then i create the fragment script and it compiles with zero errors and works fine for me...I even have 2 scripts on the terminal... one that unlocks and one that locks for 2 different doors and the terminal is cloned into 3 and distributed into different locations and all 3 work just fine as well. Link to comment Share on other sites More sharing options...
greekrage Posted November 19, 2016 Author Share Posted November 19, 2016 I assume your terminal and door have a linked ref. Have you set the proper keyword on it? I had this problem with a terminal that opened a safe, didn't have the keyword set. I guess the only other thing cold be is that doors are Persistent Ref's and if they got baked into a save new edits may not apply without a new game or a save from before the door was added. as for the "persistent refs " yes im well aware of this issue and thats why i test on a save prior to the mod ( all ways ). I still have nightmares about the elevators...:P Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2016 Share Posted November 19, 2016 Ok I got it and now I know your issue. go to file and create archive. The ckit will pack a new ba2 for your mod. Naming is important, "myMod" - Main. "myMod" - Textures. (If you have them) the space before and after the " - " important. so is the main and textures. what's happening is the script is not getting to your users. You can give it to them loose but it's more complicated. Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2016 Share Posted November 19, 2016 edit, you already said you had scrips so look at my last post. it's 6am and I have yet to sleep. :tongue: Link to comment Share on other sites More sharing options...
greekrage Posted November 19, 2016 Author Share Posted November 19, 2016 waaaaaaaaaa.. Its now over 20 megs... It asked for texture files to be packed as well...probably the texture swaps i used... I hope it works... Thanks again Chuck... Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2016 Share Posted November 19, 2016 If your mod doesn't use custom textures and you have other people texture replacer mods installed the ckit will pack them by accident. Just a heads up so if you know you didn't add textures then you don't need to distribute the texture ba2. Link to comment Share on other sites More sharing options...
greekrage Posted November 20, 2016 Author Share Posted November 20, 2016 Well my "testers" :tongue: confirmed that the "create archive didnt work for the doors. It included the fragment into a BA2 file but not the scripts that were used so i added the scripts and fragment in their proper folder paths as loose files and removed the BA2 with the single fragment . Link to comment Share on other sites More sharing options...
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