pra Posted July 12, 2017 Share Posted July 12, 2017 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. Link to comment Share on other sites More sharing options...
stonefisher Posted July 13, 2017 Share Posted July 13, 2017 Yeah noticed something like that in one of my mods, had two perks both one overwriting the access point script and the other one not. Only one button would work. I think your going to need to make a compatibility patch. Link to comment Share on other sites More sharing options...
pra Posted July 13, 2017 Author Share Posted July 13, 2017 (edited) But how would I do that? Short of modifying the QT esp file I have no idea... Edited July 13, 2017 by pra Link to comment Share on other sites More sharing options...
stonefisher Posted July 13, 2017 Share Posted July 13, 2017 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. Link to comment Share on other sites More sharing options...
pra Posted July 13, 2017 Author Share Posted July 13, 2017 Mh, so merging the perks, basically... Is it possible to override a perk, or would I have to remove the two perks from the player, and then give him the new, combined perk? Link to comment Share on other sites More sharing options...
SMB92 Posted July 13, 2017 Share Posted July 13, 2017 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. Link to comment Share on other sites More sharing options...
pra Posted July 13, 2017 Author Share Posted July 13, 2017 I could post it when I get home, in the meantime, feel free to decompile it. Link to comment Share on other sites More sharing options...
SMB92 Posted July 13, 2017 Share Posted July 13, 2017 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. Link to comment Share on other sites More sharing options...
llamaRCA Posted July 13, 2017 Share Posted July 13, 2017 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 actorthe 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 Link to comment Share on other sites More sharing options...
redbaron148 Posted July 23, 2017 Share Posted July 23, 2017 I made a patch for Locky Bastard and Horizon. Both mods add new ways to pick locks using new actions just like quick trade. I resolved the conflict by conditioning what options are available either by if you have a weapon drawn or based on distance to the object. You can check out my patch here if you want. Link to comment Share on other sites More sharing options...
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