lofgren Posted February 26, 2017 Share Posted February 26, 2017 Is the property filled? Link to comment Share on other sites More sharing options...
candlepin Posted February 26, 2017 Author Share Posted February 26, 2017 (edited) It's linked to PlayerRef. Am I missing something? https://s16.postimg.org/o50h24n2d/Properties.jpg Edited February 26, 2017 by candlepin Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 26, 2017 Share Posted February 26, 2017 It's linked to PlayerRef. Am I missing something? https://s16.postimg.org/o50h24n2d/Properties.jpgFor PlayerRef to be a property it needs to be Actor rather than ObjectReference and then you need to press the Auto-Fill button in the properties window that you've shown. Link to comment Share on other sites More sharing options...
lofgren Posted February 26, 2017 Share Posted February 26, 2017 No reason it should have to be actor instead of objectreference if you are not using actor-specific functions. Is the quest running? Link to comment Share on other sites More sharing options...
candlepin Posted February 26, 2017 Author Share Posted February 26, 2017 (edited) Thanks so much, IsharaMeradin! I now have an initial version of my mod (without the ability to switch new items back to vanilla) working great. Much appreciated. Now I just have to learn how to add an MCM menu that allows the player to set the global variable to toggle between vanilla->new and new->vanilla. Some sort of toggle in-game would be even nicer (than having to open an MCM menu), but the only other option that I've found would be to create a spell which does this. If someone has a better idea about how to do this than through an MCM menu or via a spell, I'm open to suggestions! Edited February 26, 2017 by candlepin Link to comment Share on other sites More sharing options...
candlepin Posted February 26, 2017 Author Share Posted February 26, 2017 No reason it should have to be actor instead of objectreference if you are not using actor-specific functions. Is the quest running?The quest was running and I was getting the debug notifications correctly. Switching PlayerRef to Actor instead of ObjectReference fixed the issue. Link to comment Share on other sites More sharing options...
candlepin Posted February 28, 2017 Author Share Posted February 28, 2017 Update: I've been working on making a spell that will toggle my global variable to allow on-the-fly switching. I made a few magic effect with custom script. I added the magic effect to a new spell and would like to test the spell. When making the spell I clicked the "On PC start" box, hoping that would make the spell available to all starting characters. That was not the case. Could I get some guidance on making the spell available to starting characters? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 28, 2017 Share Posted February 28, 2017 You need to create an alias that points to the player and then give the spell to the player on that alias record. When that quest starts, the player will be given the spell(s). An alternative if you want the spells to remain with the character even after the quest stops is to given them via script or let them learn the spell via reading a tome. Link to comment Share on other sites More sharing options...
candlepin Posted February 28, 2017 Author Share Posted February 28, 2017 (edited) You need to create an alias that points to the player and then give the spell to the player on that alias record. When that quest starts, the player will be given the spell(s). An alternative if you want the spells to remain with the character even after the quest stops is to given them via script or let them learn the spell via reading a tome.Hi IsharaMeradin; thanks for your reply. Could you be a bit more explicit about how to make such an alias? I assume you mean to add an alias to the quest (the same quest that sets up the basic script).https://postimg.org/image/bujzj56qz/Did I add the spell incorrectly? I also tried adding it via a script here and also via the quest script tab, but neither did the trick. There might be something wrong with my spell, though, since I can add it via console command, but it doesn't show up in my spells list. Edited February 28, 2017 by candlepin Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 28, 2017 Share Posted February 28, 2017 If you cannot add the spell via console, then something is wrong with the spell. What that might be and how to correct it, I couldn't tell you. I do not do much work with spells themselves. Link to comment Share on other sites More sharing options...
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