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Multiple mods adding activate choice cancel each other out


pra

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I'm trying to figure out why QuickTrade won't work together with My Mod. Both mods add additional activation options. If both mods are active and both conditions are met, the result is that neither mod's activation options are added. I was expecting the result to be "E) Talk R) Iventory Space) What's your name?", or at least only one or the other showing.

 

Setting the "Priority" in the perk doesn't seem to do anything either, neither does the load order.

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Dont know the two mods so cant really help you.

 

You probably have to move both access points onto the same perk if doing it that way. you can still have both perks with both buttons as long as the conditions for both cannot be met at the same time.

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Are you willing to share the source scripts for your mod? I have QTs, and I can decompile yours, but would be nicer to have the source. Thx.

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Nvm, I see what you are talking about. There is no option to change the button. Have you tried using your mod with the Hotkeys version of QT? Is that the same result?

 

Pretty much you are looking at merging the two scripts together, a patch.

 

Here's QT's main perk script, you can get this easily is it is included with that mod.

 

 

 

; QuickTrade by registrator2000

ScriptName QuickTrade extends Quest

; Properties
Perk    Property QuickTradePerk             Auto Const
Perk    Property QuickInventoryPerk         Auto Const
Message Property QuickTradeMessage_Enabled  Auto Const
Message Property QuickTradeMessage_Disabled Auto Const

; Versioning
int version = 1

Event OnQuestInit()
    On()
EndEvent

Function Toggle()
    If (!Game.GetPlayer().HasPerk(QuickTradePerk) || !Game.GetPlayer().HasPerk(QuickInventoryPerk))
        On()
    Else
        Off()
    EndIf
EndFunction

Function On()
    Game.GetPlayer().AddPerk(QuickTradePerk)
    Game.GetPlayer().AddPerk(QuickInventoryPerk)
    QuickTradeMessage_Enabled.Show()
EndFunction

Function Off()
    Game.GetPlayer().RemovePerk(QuickTradePerk)
    Game.GetPlayer().RemovePerk(QuickInventoryPerk)
    QuickTradeMessage_Disabled.Show()
EndFunction

Function SelectiveOn(bool bQuickTrade, bool bQuickInventory)
    If (bQuickTrade)
        Game.GetPlayer().AddPerk(QuickTradePerk)
    Else
        Game.GetPlayer().RemovePerk(QuickTradePerk)
    EndIf
    If (bQuickInventory)
        Game.GetPlayer().AddPerk(QuickInventoryPerk)
    Else
        Game.GetPlayer().RemovePerk(QuickInventoryPerk)
    EndIf
    If (bQuickTrade || bQuickInventory)
        QuickTradeMessage_Enabled.Show()
    Else
        QuickTradeMessage_Disabled.Show()
    EndIf
EndFunction

 

 

 

I'm not sure how you'd want to go about working it out, but suppose you would add a condition to the NPC or give the NPC a perk after you rename them, and then check the NPC against this and apply the correct perk (QT or rename). Something like that anyway. A headache either way. Thanks Beth for having only one activate button.

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I'm not sure how you'd want to go about working it out, but suppose you would add a condition to the NPC or give the NPC a perk after you rename them, and then check the NPC against this and apply the correct perk (QT or rename). Something like that anyway. A headache either way. Thanks Beth for having only one activate button.

 

One could probably launch a menu out of the perk activation. It's inelegant and adds an additional click for the player but it'd work like this (I assume):

 

Activate the actor

the new activation button says something like, "choose action"

They choose that and you provide a menu for them to choose QT or rename settler via a showmessage() menu running whatever code you need to manage the choices at that time

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