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Terminal door unlock. What files do i add to the upload ?


greekrage

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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 ?

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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.

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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.

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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

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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.

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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 .

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