Tasheni Posted December 10, 2017 Author Share Posted December 10, 2017 (edited) I tested this with Alternate Start installed. Today I tested Helgen Intro and the script is not starting any more. It's attached to a player alias with a start enabled quest. The quest works. Otherwise I could not talk to the playerhorse. But this works.I tried to reset the quest and start it new with another script that starts correctly through a dialogue from Ruby. But that doesn't work either. The script attached to the player alias is refusing to start. How can I make sure that it initializes? And is there a way to run this script without starting a new game? Edited December 10, 2017 by Tasheni Link to comment Share on other sites More sharing options...
Tasheni Posted December 10, 2017 Author Share Posted December 10, 2017 (edited) Sorry, doublepost. Edited December 10, 2017 by Tasheni Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 10, 2017 Share Posted December 10, 2017 OnInit event for a quest script and any of its aliases is triggered when the quest starts. If the quest is flagged as start game enabled, it will be the very first time that the game is loaded with the mod active irregardless of progress in the game. I am not sure why it would not be working under the standard start while working with the LAL start. Only thing I could think of would be that the standard start has a lot more going on whereas the LAL start has minimal activity thus allowing mods to start up faster. Are you testing under a full mod load or just this mod? Link to comment Share on other sites More sharing options...
Tasheni Posted December 11, 2017 Author Share Posted December 11, 2017 Yes, that's what I thought about the OnInit Event. I have installed Wind Path, Azura's Dawn Mansion and Inigo. Nothing else. I tried yesterday several times, always on a new game and with a new seq. The weird thing is, that it was running at last. I did nothing else but to shut down my computer and restart all. But why was it running the whole time with Alternate Start? I will test it again today on another machine and if it works I will assume that it has to do with my VRAM. I will have to implement a failsafe solution, I think, so that it is possible to start that script somehow midgame. If I think about it that I have to go through that damn intro a hundred times more, I get a headache. Link to comment Share on other sites More sharing options...
Tasheni Posted December 12, 2017 Author Share Posted December 12, 2017 I have tested it now on my laptop with only a half gig vram. With LAL the script is running. But not all six followers mount or dismount simultaneously and that's of course an issue with low computer. But it is faster to get the followers mounted than without the script and at least it works. Then I tested Helgen Intro start. The events were registered, but then the script stopped. No debug message appeared and none of the followers mounted with player, not even if I had only one with me. So it seems to be a fact that the vanilla start hinders the OnInit event to work properly.I would be very interested in your experience with this. What I'm happy about is that this script works (with alternate start mods RAS and LAL) without problems on weak machines. I tested Skyrim and Shumer and I had not a single crash, even with all six followers at my side and that's pretty, pretty nice! Link to comment Share on other sites More sharing options...
neutral427 Posted January 22, 2018 Share Posted January 22, 2018 Hi. I am a noob at Papyrus scripting, and I am reading scripting-related threads to learn. May I ask how the game knows that "tailHorseMount" and "tailHorseDismount" refer to when the player actually mounts & dismounts a horse? And how does the game know what "WaitingForPlayer" means? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 23, 2018 Share Posted January 23, 2018 Hi. I am a noob at Papyrus scripting, and I am reading scripting-related threads to learn. May I ask how the game knows that "tailHorseMount" and "tailHorseDismount" refer to when the player actually mounts & dismounts a horse? And how does the game know what "WaitingForPlayer" means? tailHorseMount and tailHorseDismount are animations that can be registered to be listened for then when they play an event on the script is triggered thus allowing code to be processed. RegisterForAnimationEvent is where you tell papyrus which object reference (can be an actor) and which animation to be listening for.OnAnimationEvent is the event that is triggered by registered animations. WaitingForPlayer is an actor value that is available to all NPCs. Link to comment Share on other sites More sharing options...
neutral427 Posted January 26, 2018 Share Posted January 26, 2018 Hi. I am a noob at Papyrus scripting, and I am reading scripting-related threads to learn. May I ask how the game knows that "tailHorseMount" and "tailHorseDismount" refer to when the player actually mounts & dismounts a horse? And how does the game know what "WaitingForPlayer" means? tailHorseMount and tailHorseDismount are animations that can be registered to be listened for then when they play an event on the script is triggered thus allowing code to be processed. RegisterForAnimationEvent is where you tell papyrus which object reference (can be an actor) and which animation to be listening for.OnAnimationEvent is the event that is triggered by registered animations. WaitingForPlayer is an actor value that is available to all NPCs. Ooohh.. I see. So you're saying that "tailHorseMount", "tailHorseDismount", and "WaitingForPlayer" are specific animations and actor values. They are not like Reference Aliases or Object References? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 26, 2018 Share Posted January 26, 2018 You would be correct. They already point to aspects of the game. And as such can be used directly where appropriate. Link to comment Share on other sites More sharing options...
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