EsmeraldaF Posted June 30, 2017 Author Share Posted June 30, 2017 Ugh, it still doesn't work. I even went back into the CK and deleted the quest and recreated a new one in case the original quest had developed a bug somewhere, but still the same result - no suits. I can only think that although I was able to make my screenshots looks like your screenshots, I must be doing something wrong somewhere in the process. So frustrating - I refuse to be defeated by a piece of code and a few property forms!! I'll delete the quest and remake it again. Here are the exact steps I've taken: 1. In the Creation Kit, go into the Quest section under Character in the left-hand pane. Right-click in the right-hand pane of the Quest object window and choose New from the pop-up menu.2. A blank quest form appears, give it a name and click OK. The form closes.3. Click on the new quest to re-open it, then click on the Scripts tab at the top of the quest form.4. Click Add to add a new script. Click on New Script in the Add Script box, click OK. Give the script a name, click OK.5. Right-click on the script name when it appears in the left side of the Scripts page, under Script Name. Choose 'Edit Source' from the pop-up menu.6. 'Editing Script' window appears. Copy/paste the code to add the suits: LeveledItem[] Property NeededLeveledLists AutoArmor[] Property Suits AutoInt Property iLevel AutoInt Property iCount AutoEvent OnInit() int i = 0 int j = 0 while (i < NeededLeveledLists.length) while (j < Suits.length) NeededLeveledLists.AddForm(Suits[j],iLevel,iCount) j+=1 endwhile i+=1 endwhileendevent The CK also autofills the line "Scriptname Ez_SuitsIntoShops extends Quest" at the top of the pasted-in code - is that correct? If I remove that line, the script won't compile and throws up a load of errors, so I guess it has to stay in. 7. Choose 'Build' menu option to compile (compiles successfully with no errors), then Save and exit.8. Open the Properties form. The 4 items iCount, iLevel, NeededlevelLists and Suits are already automatically autofilled on the form, but with no values yet.9. Edit iCount and iLevel's values to make them both 1. Edit NeededLeveledLists to make it LLI_Vendor_Clothes_Any_Basic by picking it from the drop-down list.10. Edit Suits to add the 7 suits by picking them from the drop-down list. Click OK to save and close the property sheet.11. Click OK to save the quest.12. Save the plugin and quit CK. What am I missing?? Thanks! Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 30, 2017 Share Posted June 30, 2017 You miss nothing :D really. Everything seems correct. Can you just add debug.notification() after OnInit? to make sure that quest runs when you load game. LeveledItem[] Property NeededLeveledLists Auto Armor[] Property Suits Auto Int Property iLevel Auto Int Property iCount Auto Event OnInit() debug.notification("quest inited") int i = 0 int j = 0 while (i < NeededLeveledLists.length) while (j < Suits.length) NeededLeveledLists[i].AddForm(Suits[j],iLevel,iCount) j+=1 endwhile i+=1 endwhile endevent You should get notification on upper left corner when you load the game Link to comment Share on other sites More sharing options...
EsmeraldaF Posted June 30, 2017 Author Share Posted June 30, 2017 (edited) Well, this is just too weird. I added the debug line to the script, and didn't get any notification in the upper left corner, either on loading Fallout itself or the savegame. I then tried changing the load order of the mods I use in my game, so that the suits mod was at the top (it was previously at the bottom), but it didn't make any difference. Either way, I only use a very few mods and wouldn't guess that any of them would conflict with that kind of script, but they are: Full Dialogue Interface, Unlimited Companion Framework, More Where That Came From (custom radio station), Azar's Ponytail Hairstyles, No Hostile BoS, True Legendary Enemies (just gives legendary enemies funny names), NCR Ranger Veteran Armor, and Legionary's Gear. (The mods are all from Nexus except No Hostile BoS which was from Bethesda.net.) The latter two are outfits but they are not found in shops, they're one-off items placed into a specific container in the world, so I guess they shouldn't conflict with shop lists. In addition to those, I run my own two mods for the glasses and hats, which are both unscripted and add the items directly to Myrna's shop inventory list. None of those mods would conflict with our script, would they? Is there some additional tool I should have been using in order to get this script to be recognised by the game, like a script extender or similar? I just can't understand why it doesn't work, if it looks like it should. (My game is patched to the most current patch, BTW - so not a patch issue.) Edited June 30, 2017 by EsmeraldaF Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 30, 2017 Share Posted June 30, 2017 That's even more weird. Change "OnInit()" with "OnQuestInint()" and try again. Link to comment Share on other sites More sharing options...
mutantmnms Posted June 30, 2017 Share Posted June 30, 2017 Dumb question but did you make sure that your mod is enabled in your load order? I've forgotten to do it before lol Link to comment Share on other sites More sharing options...
EsmeraldaF Posted June 30, 2017 Author Share Posted June 30, 2017 shavkacagarikia: Thank you, will try that! Thank you for all your patient help with this puzzling problem, I really appreciate it. mutantmnms: Thanks, yes, the mod is enabled - I can console the items up, but they don't show up in shops. Frustrating! Link to comment Share on other sites More sharing options...
EsmeraldaF Posted June 30, 2017 Author Share Posted June 30, 2017 (edited) OK, I'm back. Changing OnInit to OnQuestInit still had no effect, either on onscreen notification nor on the clothes appearing in the clothes shop. Just to show that the clothes can be consoled up: [Removed Photobucket links because Photobucket broke them] And there they are on Becky's shop floor (I guess they show as stolen property because they're in her shop). Yes, they are garish silly prints and colours, don't judge me, it's just meant to be for fun, ha ha. [Removed Photobucket links because Photobucket broke them] But they don't show up in Becky's inventory. [Removed Photobucket links because Photobucket broke them] I wish I could understand why this script won't work. Sigh. Edited July 13, 2017 by EsmeraldaF Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 30, 2017 Share Posted June 30, 2017 give me your mod I'll take a look. Link to comment Share on other sites More sharing options...
EsmeraldaF Posted June 30, 2017 Author Share Posted June 30, 2017 (edited) Thank you! I do hope whatever is wrong is easy to see. Here you go: [removed item now that shavkacagarikia has tested it] Edited July 1, 2017 by EsmeraldaF Link to comment Share on other sites More sharing options...
EsmeraldaF Posted July 1, 2017 Author Share Posted July 1, 2017 Any luck? [sits on edge of seat, biting nails.] I could put clothing or clothing accessories in a container out in the world somewhere instead of putting them in shops, but, from what I've read, it seems that adding something to a cell will conflict if another modder has done something to the same cell? If that's true, I'm just back to the same problem... I don't plan to upload the silly suits (they are just a learning experience) but I did have a few of my own glasses meshes I wanted to try to add to the game and be able to share. I've come across mention of crafting all kinds of things at chem stations - is it do-able with clothes and accessories? I have no idea how to do it but will try to find out if necessary. Argh, why does Bethesda have to make it so difficult to add clothing & accessories? Well, I mean, you can, but not without potential conflicts with others. Link to comment Share on other sites More sharing options...
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