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Weird script problem


quacko

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Ive been working on what i thought was going to be a simple resurrection script

for a few new creatures, and after hours of infuriating hairpulling i finally got it working...

Well... sort of...

Cause the creature does as it is supposed to and resurrects endlesly, unless it has lost its head or

one of its legs, BUT for some reason beyond my apparently limited comprehension,

if i load the game again after killing the creature (without exiting the game)

it simply wont ressurect at all, but if i exit to the main menu and load it again from there,

the script works again... O.o

 

So my question for all the nice and helpful individuals out there,

can anybody give me a hint as to why this could be happening???

 

oh and if it should help answer my question for some reason (although i dont actually see this as being the problem in itself)

i'll post the script here:

 

---------------------------------

 

scn resurrectiontestscript

 

Begin OnDeath

 

if IsLimbGone 1 == 0 && IsLimbGone 10 == 0 && IsLimbGone 7 == 0

resurrect 1

endif

end

 

---------------------------------

 

Thanks in advance

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Update:

 

Ive just now realised that, it is apparently all the scripts ive written that stop working

if i dont load the game from the main menu,

so now im even more bafled than before,

so again if anyone can give me an idea as to why this could be happening

it would be greatly apreciated.

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Couldn't say why. I'd try converting to an esm, and see if you still have the problem.

 

For a temporary fix, you could add an onload block, that checks if the creature is dead and still has its limbs intact.

 

So:

 

begin onload

 

if getdead == 1 && IsLimbGone 1 == 0 && IsLimbGone 10 == 0 && IsLimbGone 7 == 0

resurrect 1

 

endif

 

END

 

The only downside is the script is being processed the whole time the creature is loaded, rather than just at the point of death.

 

Rob

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First off thanks a bunch for the reply,

 

although i actually tried the onload block out at first but it seemed that it would restore the actor

to full health every time it got hit by a weapon, i havent tried to convert it to an esm though,

mainly because im not actualy sure how to do that yet, im still pretty new to the g.e.c.k.

and havent modded anythng since i made a simple weapon mod for morrowind back in the day.

but when i save in the g.e.c.k. it simply saves as an .esp without prompting, so im guessing a third

party program or something like that would be needed?

 

but on another note i can tell that by some mystical and magical hokus pokusy stuff, it works when

quick loading now, completely out of the blue without me changing a thing it now works

when quick loading... well it did last night anyways :P

and i was told by cipscis (im guessing most modders in here knows that guy)

that fallout in general is notorious in f...ing up if you dont

load from the main menu so at this point im contributing the fact that it didnt load the scripts

to fallout being a bit screwed at times ;)

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