JustChill Posted June 29, 2018 Share Posted June 29, 2018 Solved.______________________________________________________________________________________________________________________________________________________ So, I've this script (added the corrections already, wrong code still there as comment): scn GSFarmFarmingAdditionalScript short Button short bHDisplay short bODisplay ref GSFarmMutFungiD ref GSFarmDaturaID Short GSFbrocFCount Short GSFXandCount Short GSFBuffCount Short GSFAgavCount String_Var GSFbrocF String_Var GSFXand String_Var GSFBuff String_Var GSFAgav String_Var GSFSacDat String_Var GSFCFung String_Var GSFMCFung String_Var GSFMessageText Short GSFInitVar Short GSFRemoveCounter BEGIN GameMode if GSFInitVar == 0 ;=> This is the current maximum amount of plants available. Set GSFbrocFCount to 2 ;=> If more plants are placed this needs to be changed. Set GSFXandCount to 2 ;=> Including the activation of the plants. Need to be changed either. Set GSFBuffCount to 2 Set GSFAgavCount to 3 Set GSFarmPatchQuest.GSFcfungCount to 4 Set GSFarmPatchQuest.GSFsacdatCount to 3 Set GSFarmPatchQuest.GSFmcfungCount to 3 Set GSFInitVar to 1 ;=> We only have to set the maximum amount once per playthrough / mod activation. endif if GetGameLoaded if IsModLoaded "HonestHearts.esm" == 0 ;=> Oh, you think you are fancy huh? if GSFarmDaturaREF1.GetDisabled == 0 ;=> So... Why the hell have you disabled the DLC after planting? GSFarmDaturaREF1.Disable ;=> You could forcefully enable the plants through console commands. GSFarmDaturaREF2.Disable ;=> WON'T FIX! Have fun with stupid exclamation marks!' GSFarmDaturaREF3.Disable Set GSFarmPatchQuest.GSFsacdatCount to 3 ;=> Available plant amount is reset too! endif Set bHDisplay to 0 else Set bHDisplay to 1 endif if IsModLoaded "OldWorldBlues.esm" == 0 Set bODisplay to 0 else Set bODisplay to 1 endif endif END begin OnActivate player if GSFbrocFCount > 0 Let GSFBrocF := sv_construct "%.0fx " GSFBrocFCount ;=>Dynamic message box buttons. Let GSFBrocF := GSFBrocF + GetName BrocFlower ;=> They somehow just work. oO else Let GSFbrocF := GetName BrocFlower endif if GSFXandCount > 0 Let GSFXand := sv_construct "%.0fx " GSFXandCount Let GSFXand := GSFXand + GetName XanderRoot else Let GSFXand := GetName XanderRoot endif if GSFBuffCount > 0 Let GSFBuff := sv_construct "%.0fx " GSFBuffCount Let GSFBuff := GSFBuff + GetName BuffaloGourdSeed else Let GSFBuff := GetName BuffaloGourdSeed endif if GSFAgavCount > 0 Let GSFAgav := sv_construct "%.0fx " GSFAgavCount Let GSFAgav := GSFAgav + GetName NevadaAgaveFruit else Let GSFAgav := GetName NevadaAgaveFruit endif if bHDisplay if GSFarmDaturaID == 0 Set Button to GetModIndex "HonestHearts.esm" Set GSFarmDaturaID to BuildRef Button, 38075 Set Button to -1 endif if GSFarmPatchQuest.GSFSacDatCount > 0 Let GSFSacDat := sv_construct "%.0fx " GSFarmPatchQuest.GSFSacDatCount Let GSFSacDat := GSFSacDat + GetName GSFarmDaturaID else Let GSFSacDat := GetName GSFarmDaturaID endif if GSFarmPatchQuest.GSFCFungCount > 0 Let GSFCFung := sv_construct "%.0fx " GSFarmPatchQuest.GSFCFungCount Let GSFCFung := GSFCFung + GetName CaveFungus else Let GSFCFung := GetName CaveFungus endif endif if bODisplay if GSFarmMutFungiD == 0 Set Button to GetModIndex "OldWorldBlues.esm" Set GSFarmMutFungiD to BuildRef Button, 74046 Set Button to -1 endif if GSFarmPatchQuest.GSFMCFungCount > 0 Let GSFMCFung := sv_construct "%.0fx " GSFarmPatchQuest.GSFMCFungCount Let GSFMCFung := GSFMCFung + GetName GSFarmMutFungiD else Let GSFMCFung := GetName GSFarmMutFungiD endif endif Let GSFMessageText := sv_construct "Which seeds do you want to plant? [You need at least one of the shown seeds, of which you can't plant more than the shown amount.]|"+GSFbrocF+"|"+GSFXand+"|"+GSFBuff+"|"+GSFAgav+"%{|"+GSFSacDat+"|"+GSFCFung+"%}%{|"+GSFMCFung+"%}|Nothing" MessageboxEx $GSFMessageText bHDisplay, bODisplay ;" Let GSFbrocF := sv_destruct => Destroying things is so much fun. :D ; Let GSFXand := sv_destruct => Here it is also helpful, simply as these strings would uselessly bloat the savegame. ; Let GSFBuff := sv_destruct ; Let GSFAgav := sv_destruct ; Let GSFSacDat := sv_destruct ; Let GSFCFung := sv_destruct ; Let GSFMCFung := sv_destruct ; Let GSFMessageText := sv_destruct" sv_destruct GSFbrocF, GSFXand, GSFBuff, GSFAgav, GSFSacDat, GSFCFung, GSFMCFung, GSFMessageText end BEGIN MenuMode 1001 ;=>>> OMG THE FORMATTING SUCK! Yeah, and? I took it over like that and kept it. Now cry! set Button to GetButtonPressed if ( Button == 0 ) if ( GSFbrocFCount == 0 ) ;=> So, everything is planted? ShowMessage GSFarmAlreadyPlanted ;=> Fine, now move on. Nothing to see here. elseif (player.GetItemCount BrocFlower == 0) ShowMessage GSFarmNoSeeds ;=> Dude why don't you bring the weeds? else While GSFbrocFCount > 0 && Player.GetItemCount BrocFlower > 0 ;=> Don't do that unless you know what you are doing, player.RemoveItem BrocFlower 1 1 ;=> like me. :P This cannot end in an endless loop. Set GSFbrocFCount to GSFbrocFCount - 1 ;=> The player may lose all seeds or plant all plants. if GSFarmBroc1.GetDisabled ;=> Whatever happens, if one of these conditions is zero the loop is left. GSFarmBroc1.Enable ;=> Thanks to ELSEIF this works one by one. elseif GSFarmBroc2.GetDisabled ;=> Planting per seed. GSFarmBroc2.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 ;=> I am faking the regular ingame message. Loop ;=> Counter is necessary to show the proper amount. if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName BrocFlower +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName BrocFlower+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 1 ) if ( GSFXandCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount XanderRoot == 0) ShowMessage GSFarmNoSeeds else While GSFXandCount > 0 && Player.GetItemCount XanderRoot > 0 player.RemoveItem XanderRoot 1 1 Set GSFXandCount to GSFXandCount - 1 if GSFarmXander1.GetDisabled GSFarmXander1.Enable elseif GSFarmXander2.GetDisabled GSFarmXander2.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName XanderRoot +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName XanderRoot+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 2 ) if ( GSFBuffCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount BuffaloGourdSeed == 0) ShowMessage GSFarmNoSeeds else While GSFBuffCount > 0 && Player.GetItemCount BuffaloGourdSeed > 0 player.RemoveItem BuffaloGourdSeed 1 1 Set GSFBuffCount to GSFBuffCount - 1 if GSFarmBuffalo1.GetDisabled GSFarmBuffalo1.Enable elseif GSFarmBuffalo2.GetDisabled GSFarmBuffalo2.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName BuffaloGourdSeed +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName BuffaloGourdSeed+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 3 ) if ( GSFAgavCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount NevadaAgaveFruit == 0) ShowMessage GSFarmNoSeeds else While GSFAgavCount > 0 && Player.GetItemCount NevadaAgaveFruit > 0 player.RemoveItem NevadaAgaveFruit 1 1 Set GSFAgavCount to GSFAgavCount - 1 if GSFarmAgave1.GetDisabled GSFarmAgave1.Enable elseif GSFarmAgave2.GetDisabled GSFarmAgave2.Enable elseif GSFarmAgave3.GetDisabled GSFarmAgave3.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName NevadaAgaveFruit +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName NevadaAgaveFruit+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 4 ) && ( bHDisplay ) if ( GSFarmPatchQuest.GSFSacDatCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount GSFarmDaturaID == 0) ShowMessage GSFarmNoSeeds else While GSFarmPatchQuest.GSFSacDatCount > 0 && Player.GetItemCount GSFarmDaturaID > 0 player.RemoveItem GSFarmDaturaID 1 1 Set GSFarmPatchQuest.GSFSacDatCount to GSFarmPatchQuest.GSFSacDatCount - 1 if GSFarmDaturaREF1.GetDisabled GSFarmDaturaREF1.Enable elseif GSFarmDaturaREF2.GetDisabled GSFarmDaturaREF2.Enable elseif GSFarmDaturaREF3.GetDisabled GSFarmDaturaREF3.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName GSFarmDaturaID +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName GSFarmDaturaID+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif elseif ( Button == 4 ) && ( bODisplay ) if ( GSFarmPatchQuest.GSFMCFungCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount GSFarmMutFungiD == 0) ShowMessage GSFarmNoSeeds else While GSFarmPatchQuest.GSFMCFungCount > 0 && Player.GetItemCount GSFarmMutFungiD > 0 player.RemoveItem GSFarmMutFungiD 1 1 Set GSFarmPatchQuest.GSFMCFungCount to GSFarmPatchQuest.GSFMCFungCount - 1 if GSFarmFungRef1.GetDisabled GSFarmFungREF1.Enable GSFarmFungAddREF1.Enable GSFarmFungAddREF2.Enable GSFarmFungAddREF3.Enable GSFarmFungAddREF4.Enable elseif GSFarmFungRef2.GetDisabled GSFarmFungREF2.Enable elseif GSFarmFungRef3.GetDisabled GSFarmFungREF3.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName GSFarmMutFungiD +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName GSFarmMutFungiD+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 5 ) && ( bHDisplay ) if ( GSFarmPatchQuest.GSFCFungCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount CaveFungus == 0) ShowMessage GSFarmNoSeeds else While GSFarmPatchQuest.GSFCFungCount > 0 && Player.GetItemCount CaveFungus > 0 player.RemoveItem CaveFungus 1 1 Set GSFarmPatchQuest.GSFCFungCount to GSFarmPatchQuest.GSFCFungCount - 1 if GSFarmMushREF1.GetDisabled GSFarmMushREF1.Enable GSFarmMushAddREF1.Enable GSFarmMushAddREF2.Enable GSFarmMushAddREF6.Enable elseif GSFarmMushREF2.GetDisabled GSFarmMushREF2.Enable elseif GSFarmMushREF3.GetDisabled GSFarmMushREF3.Enable GSFarmMushAddREF3.Enable GSFarmMushAddREF4.Enable GSFarmMushAddREF5.Enable elseif GSFarmMushREF4.GetDisabled GSFarmMushREF4.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName CaveFungus +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName CaveFungus+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif if ( Button == 6 ) && ( bODisplay ) if ( GSFarmPatchQuest.GSFMCFungCount == 0 ) ShowMessage GSFarmAlreadyPlanted elseif (player.GetItemCount GSFarmMutFungiD == 0) ShowMessage GSFarmNoSeeds else While GSFarmPatchQuest.GSFMCFungCount > 0 && Player.GetItemCount GSFarmMutFungiD > 0 player.RemoveItem GSFarmMutFungiD 1 1 Set GSFarmPatchQuest.GSFMCFungCount to GSFarmPatchQuest.GSFMCFungCount - 1 if GSFarmFungRef1.GetDisabled GSFarmFungREF1.Enable GSFarmFungAddREF1.Enable GSFarmFungAddREF2.Enable GSFarmFungAddREF3.Enable GSFarmFungAddREF4.Enable elseif GSFarmFungRef2.GetDisabled GSFarmFungREF2.Enable elseif GSFarmFungRef3.GetDisabled GSFarmFungREF3.Enable endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop if GSFRemoveCounter > 1 Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|%g " GSFRemoveCounter Let GSFMessageText := GSFMessageText + GetName GSFarmMutFungiD +"(s) removed" MessageExAlt 2 $GSFMessageText else Let GSFMessageText := sv_construct "Interface\Icons\Message Icons\glow_message_vaultboy_neutral.dds|"+GetName GSFarmMutFungiD+" removed" MessageExAlt 2 $GSFMessageText endif ;" Let GSFMessageText := sv_destruct" sv_destruct GSFMessageText Set GSFRemoveCounter to 0 PlaySound UIItemGenericDown endif endif end Everything works as intended.I actually already skipped this step and continued with my container (of which I recently opened a topic), but now I checked the console after activating the farm tools.Tons of errors. WHY? Working script, but I still get spammed with error messages in the console?This is preposterous! In addition:Hm, it may be jazzi's angel dust... ehm JIP LN, which allows me to have working message boxes and functions, when there is a script error.However, I still don't get why the script actually works as intended when there are errors.If that's all JIP LN NVSE plugin's fault then this is not just a simple gamefix and NVSE enhancement, but a magic moving caslte. oO Yet is there a way to turn off these annoying messages? Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 30, 2018 Share Posted June 30, 2018 (edited) I would start adding print checks after everything. If it's not giving you anything more specific than which script has the error, you should still know which line is causing the problem by the order in which things are printed to the console. So, for example, if there are print checks every once in a while, and the first error occurs after the print check that you know is at line 12 but before like 18, you can look for Let lines in that range. That's how most code trouble-shooting is done if the problem isn't obvious at first glance. Or at least, that's what real programmers (as in, people that are not myself) have told me more than once. And what errors are you getting? Are they all the same? What do they say and when do you get them? Edit: Hadn't remembered to watch the video first. I don't really have time to look through that whole script unfortunately, but I'm getting that at some point, you must have forgotten to do a check that makes sure you're not using an empty variable somewhere. This could be of use, or you may know everything that's here:https://geckwiki.com/index.php/NVSE_Error Edited June 30, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
dubiousintent Posted June 30, 2018 Share Posted June 30, 2018 Please see the 'TIP: Debugging data to file' and 'TIP: Pass a variable number into a script message' entries under the "Scripting" section of the wiki "Getting started creating mods using GECK" article. As suggested, those are the most common and useful methods of debugging similar problems. (It's not uncommon for debugging statements to outnumber the number of actual code lines.) -Dubious- Link to comment Share on other sites More sharing options...
JustChill Posted June 30, 2018 Author Share Posted June 30, 2018 Well thanks for the input. :smile: The thing is that I actually didn't even know about the issues as when I tested the function, everything worked.I simply didn't check the console until now. Basically I would love to clear all console messages. XDI mean the game doesn't crash and the function works as intended.Still "LET" produces console entries. -.- This really doesn't make sense, but I'm gonna use some console prints to check which exact LET does have "issues".Thanks you. In Addition:Much, much thanks again to get me into looking over it again.Fault was on my side. Actually, when I got instructed into scripting I was told to destroy a string variable everytime after usage by Let myString := sv_destructWhich was of course the wrong syntax. :awkward: sv_destruct myStringError message gone now. My apologies to "LET". You're a fine function. :D Oh, I've also updated the script in the OP, by making "comments" of the wrong code and including the working fix. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 30, 2018 Share Posted June 30, 2018 Those are what we call "non-fatal errors". They don't break the program/script, but are still things that should be corrected as they mean things are not going to work quite as desired. Be happy you caught them now. The vanilla game and DLC are riddled with them. -Dubious- Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 1, 2018 Share Posted July 1, 2018 Is it possible you confused strings and arrays? Arrays are nullified with Let aArray := Ar_Null Thanks for commenting the code with the solution. Someone's life will probably be easier one day. Link to comment Share on other sites More sharing options...
JustChill Posted July 1, 2018 Author Share Posted July 1, 2018 Is it possible you confused strings and arrays? Arrays are nullified withLet aArray := Ar_NullThanks for commenting the code with the solution. Someone's life will probably be easier one day.Actually my "mentor" told me to do that.Maybe he confused it with Oblivion? He did a lot with scripts there too. Guess if that's a legit syntax there he simply took it over which is wrong in the case of NV. I don't know, I am just happy that I will do one mistake less in the future. ^^ Even though it has nothing to do with the topic, it's still about the same script...I've added some additions to the plant activation: While GSFXandCount > 0 && Player.GetItemCount XanderRoot > 0 player.RemoveItem XanderRoot 1 1 Set GSFXandCount to GSFXandCount - 1 if GSFarmXander1.GetDisabled GSFarmXander1.Enable "GSFarmXander1.Activate Player 1 ;=> This would show the "Xander Root added" message. ClearMessageQueue ;=> The message is not shown as the queue is cleared. Player.RemoveItem XanderRoot 1 1" elseif GSFarmXander2.GetDisabled GSFarmXander2.Enable "GSFarmXander2.Activate Player 1 ClearMessageQueue Player.RemoveItem XanderRoot 1 1" endif Set GSFRemoveCounter to GSFRemoveCounter + 1 Loop The highlighted code will ensure that the plant is already harvested (without the player knowing he had a plant in his inventory as "ClearMessageQueue" removes the pending "AddItem" message from the activation.Yet, I've an issue with the plants performing "OnReset", everytime I enter a building and get back out.Normally they should respawn in 3 days, no? This happens with all exterior plants. Only the mushrooms in the basement stay harvested after a few visits.But outside they regrow as soon as I enter and leave the house. Is that normal vanilla behavior? As I haven't used any other plant activators than vanilla there. Link to comment Share on other sites More sharing options...
JustChill Posted July 2, 2018 Author Share Posted July 2, 2018 Ah, just figured a solution. It may need a bit work in worldspace (ugh), but I'll create now an unique activator for any plant instead of using the vanilla one.These ones will have the highlighted addition to the code: SCN GSFarmScaredDaturaScript INT State Ref GSDaturaRootDLC02 Short sModIndex "float GSFGameDays" BEGIN onActivate if State == 0 && GetActionRef == player Set sModIndex to GetModIndex "HonestHearts.esm" Set GSDaturaRootDLC02 to BuildRef sModIndex, 38075 if IsFormValid GSDaturaRootDLC02 player.additem GSDaturaRootDLC02 1 endif set State to 1 "Set GSFGameDays to GetGameDaysPassed" playGroup Backward 1 setdestroyed 1 endif END BEGIN onLoad if State == 0 playGroup Forward 1 elseif State == 1 playGroup Backward 1 endif END BEGIN onReset if State == 1 "if GetGameDaysPassed >= (GSFGameDays + 3) playgroup Forward 1 set State to 0 setdestroyed 0 endif" endif END Now the plants can only be harvested every 3 days. Interesting observation:I just checked the plants behind Doc Mitchell's house.The Agave, the Maize both don't respawn, when I enter Doc's house or any other. The difference to my plants is, that these are persistent references and initially disabled, but the ones behind Doc's house only generic ones. So maybe that has something to do with OnReset firing too early.Seems the regular script works on regular plants, but unique ones will respawn over and over. With the awkward exception of having unique plants inside an interior, but these don't fire up the OnReset block wrongfully.(Well I've still added that failsafe to the script of the mushrooms. :tongue:) One more reason to make them real unique activators. :smile: Another addition:Alright, I scrapped OnReset and switched to GameMode.Even though that's not recommended as it is firing everytime, but there are only 2 conditions to be taken care of.First the State then the days passed. So with this low amount of plants it is acceptable. A pitty, that OnReset doesn't run properly. Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 5, 2018 Share Posted July 5, 2018 OnLoad and OnReset are both unreliable, I will ask jazz for something like On3DLoaded that should work, and maybe he can fix OnReset. I had the very same issue with plants respawning and DLC has the same issue. Now if only the picking sound wouldn't always get overridden with the default take sound... Link to comment Share on other sites More sharing options...
JustChill Posted July 5, 2018 Author Share Posted July 5, 2018 Hey Roy, that would be awesome. :D My enhancement of the house mod actually is relying onto some JIP LN functions, so it will be perfect to have a functional OnReset block too with that DLL plugin.Hopefully jazz finds some time for. :smile: Link to comment Share on other sites More sharing options...
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