Sparky88101 Posted May 6, 2017 Share Posted May 6, 2017 I've been working on a quest mod for over a year. Yesterday for reasons I do not understand all scripts that I add through the CK have stopped working in game. Basic scripts like enable and placeatme have just stopped working. I went back in and reloaded a backup from yesterday, and now scripts that copy and pasted from before into the mod (and worked perfectly) no longer work. It really is simple things. Like I am scripting an event where an at the end of a conversation the actor is disabled and a new actor with different traits is enabled elsewhere in the room. When the quest is set to stage 20: Alias_DBK1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_DBK1.GetReference().Disable()Utility.Wait(0.5)Alias_Platform1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_FXPlat1.GetReference().Enable()Utility.Wait(1) Works fine but Alias_DBK1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_DBK1.GetReference().Disable()Utility.Wait(0.5)Alias_Platform1.GetReference().PlaceAtMe(AltExpLarge,1)Alias_FXPlat1.GetReference().Enable()Alias_DBK2.GetReference().Enable()Utility.Wait(1) Doesn't work and the new actor never appears. When I tried re-loading a backup and copy/pasting the first one it didn't even work in-game. The exact same code compiled perfectly but failed to work in-game. Other weird things are happening too. Like I can place and duplicate statics and they appear in-game but not actors or activators. I'm just at a loss for solutions and would really appreciate some help. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 6, 2017 Share Posted May 6, 2017 On the second one that does not work, is it intended to be Alias_DBK2 or should it be Alias_DBK1? You could be enabling the wrong thing and thus not seeing the intended result. Link to comment Share on other sites More sharing options...
Sparky88101 Posted May 6, 2017 Author Share Posted May 6, 2017 It's DBK2. DBK1 is the initial actor that you talk to. Once the conversation is over the actor (DBK1) is disabled and a new actor (DBK2) is enabled across the room with effects that make it look like the actor teleported. This was necessary because the first actor is invulnerable to prevent people from ruining the quest script. I'm currently just going to re-install the entire creation kit and see if that works. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 7, 2017 Share Posted May 7, 2017 Are you testing on a clean game? One that hasn't seen the mod you are working on? Could be that the quest has already started in the save you are using. As a result, it won't update with any new changes made. Link to comment Share on other sites More sharing options...
Sparky88101 Posted May 7, 2017 Author Share Posted May 7, 2017 Yes, It's clean. Re-created the SEQ file and everything. Link to comment Share on other sites More sharing options...
Sparky88101 Posted May 7, 2017 Author Share Posted May 7, 2017 Alright, it's working now. I still don't know what happened. When I re-installed the CK and tried a version of the mod from over a week ago things were working properly. My best guess is that either the CK or the esp fle got corrupted somehow. Anyways, that's how to fix it if anyone else has this issue. I lost about a week of work but that's better than losing everything. Thank you both for trying to help. Link to comment Share on other sites More sharing options...
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