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[LE] Follower mount and dismount script, need help


Tasheni

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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 by Tasheni
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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?

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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.

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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!

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  • 1 month later...

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?

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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.

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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?

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