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Posted

I'm trying to fix a issue I accidentally put into my mod, where when a bunch of items spawn, the only way to remove them is to manually pick up all 60 items...

 

I was hoping it would be as simple as

 

Event OnCellDetach()

self.delete()

endEvent

 

and attach that to the item...

 

Sadly it works for removing the item, but breaks other things...

 

Any ideas on how I should be removing the items?

Posted
  On 1/15/2018 at 8:17 PM, Rasikko said:

Breaking what other things exactly? If the thing(s) being broken is solved, then perhaps you can stick with this method.

Well... After additional testing, it wasn't the cleanup script that's causing the problem... But I have no clue as to what is causing the issue...

 

Anyways, I found a bug with my Serana's Folly Mod. The basics (if you haven't seen it posted) is that when Serana complains about the weather, she Explodes into flames, is struck by lightning, or has a bunch of random junk dropped on her (hence the need for the cleanup). So after some trial and error, the best way for me to get Serana to react to the "Damage" without actually damaging her, was to use a lowgrade unrelenting force effect with a empty projectile. this makes it look like she's being damages, while doing very little actual damage. To get it to work, I place said shout effect on a localized activator, and the visuals on a secondary activator... Works well.... unless I return to Dimhollow Cave. Going in the Front Door and leaving by the front door again causes no issue, but going in the back door after initially leaving the cave,or going in the front door, and leaving the back door again cause what appears to be the activators not to reattach to Serana like they should, and she no longer reacts to the effects being applied. I can go anyplace else, and so far only had the issue after leaving the Back Door of Dimhollow Cave a second time, and so far the only solution I can find is to uninstall the mod, clean save, and reinstall it... Timing made me think it was the ceanup Fragment, but definitely not the case, as I had several test runs where this happened even without having the fragment.

 

 

Anyways: The Fragment to call the code is Serana.PickWho(akSpeaker, X) attached to the dialogue (X is actually the INT I assigned to the conversation)

 

 

 

  Reveal hidden contents

Is my Main Code.

 

Any thoughts as to why this would work everyplace except after coming out Dimhollow cave, or anything you can see in it would be appreciated.

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