akav1r Posted April 16, 2018 Share Posted April 16, 2018 So I built a "radiation barrier" around a town in my mod. Basically just a neat plot device to keep the player out of the area til they're on the quest to go there. On a particular quest stage I have a papyrus fragment to disable these a ObjectReferences. Disabled all 33 parts of the barrier: Barrier1.Disable()Barrier2.Disable()etc.... Script compiles, and I've used the console in game to determine that the stage has been set. The scripts for the previous stage in the quest fires it's scripts... I also tried a Hazard property, to disable all 33 versions of the barrier hazzard I created, in papyrus, but it does not respond to the .Disable() So, does anyone know the "proper"(or any) way to disable radiation? Link to comment Share on other sites More sharing options...
payl0ad Posted April 16, 2018 Share Posted April 16, 2018 What did you assign the BarrierX properties? Each one of them should point to an individual placed Ref. This should absolutely work if done right. Maybe put a Debug.Messagebox() in that Fragment so you can see the code path actually executes. With 33 objects to disable I'd also declare that a ObjectReference[] array and loop over that array, disabling all its elements. That will make your code much shorter and more readable. Link to comment Share on other sites More sharing options...
akav1r Posted April 16, 2018 Author Share Posted April 16, 2018 I figured there was probably an easier way to do it. I'm coming to the fact that something has happened since I got a new computer. I migrated all the files, and all my old code fires fine. I can modify other aspects of the game just fine, but something is really weird with all new scripts that I write. I can confirm that the psc's and pex files are right where they're supposed to be. Even modifying and recompiling code I've worked on in the past, the old code still fires correctly, but the new code does nothing. Even stranger, if I push a private mod to XB1 and test the mod over there, the new code works. So what in the heck would cause the PC copy to be different(have tested on 2 PC's as well, and neither fire the new code in a package.) If I can't figure this out, I'm going to have to abandon nearly 2000 hours of work. Link to comment Share on other sites More sharing options...
payl0ad Posted April 16, 2018 Share Posted April 16, 2018 You should really use a clean Data folder as dev environment. I'd try to do that first, then get a working CK set up (Scripts are a little tricky to set up right when using DLC). Then copy your ESP back and all your assets, except pex files. You'll have to recompile them to make sure all come from the clean room. Generally, you have one mod you're working on per Data folder, so all loose files in that Data folder are assets from your mod. This is just general discipline you'll have to learn, otherwise you'll run into weird stuff. You won't lose any work, you'll just have to carefully take everything apart and then put only back what is absolutely 100% necessary. Broadly speaking: Don't put anything back you can regenerate from the CK. Link to comment Share on other sites More sharing options...
akav1r Posted April 16, 2018 Author Share Posted April 16, 2018 I guarantee it has nothing to do with a "clean" folder. I got a new PC, installed steam, installed Fallout 4, installed CK, in that order. That's what I bought the thing for. Doesn't get any cleaner than that. I only work on one mod. Been at this for two years now. This is a baffling bug. If it were something wrong with the CK, why would it run perfect on the XB1? If it were the copy of Fallout 4 on my PC, then why would it run my old scripts but not my new ones(again these new scripts run fine on XB1?) This just doesn't make any sense. I have tried recompiling ALL my scripts, but I did not nuke the pex files first. I can try that, but this is just bizzare. Link to comment Share on other sites More sharing options...
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