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ESM Treats Scripts Differently Than ESP?


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Am I crazy, or do ESMs seem to treat scripts differently than ESPs?

 

When my mod, WARZONES was in V2, it had no scripts, just PARENT/CHILD relationships with "manual" arrows, and it had no problem being a master... in fact, I think it loved it.

 

Now that I learned some scripting and added it to V3 to make things "tighter" and offer more options, I find that the ESP and the ESM behave differently.

 

I convert to ESM using TESVSNIP, fyi.

 

In my case, when WZ is an ESP, the PARENT/CHILD disable/enable works fine (when parent is disabled, so is the child, and the reverse is true) and my results are exactly as I want them.

 

However, when it's an ESM, that relationship seems to disappear and I have to disable the CHILD with a script (this is not the end of the world, really, but it does lead to improper results).

 

Additionally, when converted to an ESM, some scripts won't work at all. I have an off-the-map testing area which, when its an ESP, I can turn on and off as planned. But again, when its an ESM, it won't disable at all. This, mind you, is the same script that works everywhere else, so I am wondering if there's some off-the-map issue in play, still, that's secondary.

 

And lastly, I noticed that any landscape textures I added did not seem to render when WZ is an ESM.

 

Very, very odd.

 

Of course, ESMs seem to "handle" the volume of add'l NPCs I've added and - if FNV is any indication - end up being more "stable" somehow.

 

So, I was wondering if anyone has any insight to this glorious mystery.

 

- David

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  • 3 weeks later...
Well... does the papyrus compiler spit out an error when handling a non-persistent ref? It seems the root problem for FNV isn't that ESMs and ESPs handle scripts differently, it's that the idiot programmer at Obsidian decided to turn off the error reporter like Wheatley shutting off the reactor criticality alarm.
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