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Scripting Problem


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I added a script to the small chest next to the lockpick crafting station in the "Red Rose Manor" mod and it works perfectly; the chest now has a 4-tumbler lock that automatically resets when you pick it, to help train up your Security skill.

 

I've tried the same thing with a chest in the "Shadowcrest Vineyard" mod's hidden basement, but it simply refuses to work; no matter what I do the chest is always unlocked when I check it. Does anyone know why this might be happening?

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Was the first chest from the Vanilla game and the second, as you said, from a mod?

If so, did you use proper mod de-isolation to have the changes in your plugin effect the plugin of the Shadowcrest Vineyard mod?

 

Your plugin must have the Shadowcrest Vineyard's plugin as a master for these things to work. With the regular Construction Set (not Construction Set Extender) the parenting of your plugin to another ESP isn't possible, only ESMs can be parents there. So either use the CSE for making the Shadowcrest Vineyard's ESP a master of your ESP, or use Wrye Bash to temporarily ESM-ify the Shadowcrest Vineyard's ESP, then make this ESM a master of your ESP, do your changes, save, and before you go back into the game re-ESP-ify the Shadowcrest Vineyard's now-ESM.

 

Setting another ESP as a master for your plugin in the regular CS will just make this master get lost once you save. Only ESMs as masters will survive a save.

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Right, I'm at my wit's end. I don't think I made myself very clear in my original post, so this is what I did to add the script to Red Rose Manor:

 

1) Renamed the small chest, making it a persistent reference.

2) Renamed its base object.

3) Created a new script by copying and pasting from the AFK_Weye mod, edited as necessary, and applied it to the base object.

 

To make sure this was exactly what I did, I downloaded Red Rose Manor again and made the changes. Sure enough, the script works perfectly. Why is it, then, that doing exactly the same thing in Shadowcrest Vineyard has no effect?

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Hmm, one important thing's still missing from your explanation. How did you do these changes exactly? Did you edit the original mods' ESPs themselves directly, or did you create a new "patch" ESP for each?

 

If it's direct changes to the originals, could there maybe be another plugin in your load order undoing your changes to Shadowcrest Vineyard but not to Red Rose Manor? I'm mostly thinking of other patches and the like here, but even a Bashed Patch could be responsible, if not properly re-created after every change.

 

If it's neither of the two, then there must be some other critical difference between the two mods' inner workings preventing your changes from applying.

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In both cases I've edited the mods themselves, as I don't use Wrye Bash. I conducted an experiment yesterday and discovered it doesn't work with Khetienna's Better Benirus Manor either. I'll have to check for conflicts in TES4Edit - this is really annoying, as I prefer Shadowcrest Vineyard as a central base of operations. Maybe I'll just have to pay for Security training! :laugh:

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