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Posted (edited)
Hi everyone !.

I've encountered a small issue in which i can't make an activator to return the key (Skyrim).

I'm using the sarcophagus lock and a skull key, the script is working just fine but i can't remove the skull key, I try all weekend to make it work but... for the love of god... what am i missing ? is the first activator i've encounter this issue, every other activator i've scripted works fine.


My script without the remove function (works as intended):

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This is one of my scripts with the remove key (skull) function (NOT WORKING - Does not play the animation and does not adds skull key to inventory):

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Thanks a lot to anyone who takes a look at this !!.

Edited by maxarturo
Posted

You have the state "ReadyToTake" but no where in your code do you go to that state. You also have an "AllDone" state being activated but no such corresponding state. Is this the entire script? If so, I'm not even sure how it would compile.

Posted

If the sceond script is the whole you have, there is a missing of gotoState() here.

 

aXMDSkullLockSCRIPT01

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Keep in mind I renamed the second script!

aXMDSkullLockSCRIPT02

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Posted (edited)
Thanks IsharaMeradin & ReDragon2013 for replying.


ReDragon2013 i try your script version but i still have problem, now it adds the skull key to the inventory but it won't play the remove key animation.

And if i don't manage to make it work i'll have to change my whole mod because the main quest it's based on the player finding along his journey 5 skulls in which he will use each skull in different cells and all 5 of them in the final cell.


IsharaMeradin this was one of my scripts that i made in my attempt to make it work, but i actually wanted to post an other one but cause of been too tired i messed up the scripts that i wanted to post - i'm refering to the second script.


Further info on vanilla items:

Activator name = SarcophagusSkullLock01

Skull key name = dunRagnTorstensKey


Vanilla script attach to it (the vanilla script does not serves my purpose):

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Again thanks both of you very much for your help !!.

Edited by maxarturo
Posted (edited)

You posted the vanilla skyrim script, which was certainly the base to your own script. As you can see we had a debug with "Daryl" inside. All Skyrim scripts with such info in debug trace are far away to be nice coded.

I do not play Skyrim so often (my time is limited), that is the reason I cannot confirm what is happen during animation.

 

SarcophagusSkullLock01SCRIPT

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Now the same script rewritten caused by your posting here, maybe something is not as intended.

SarcophagusSkullLock01SCRIPT

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Edited by ReDragon2013
Posted (edited)
ReDragon2013 thanks for your help till now !!

But as the VANILLA script this does not serves my purpose because :


A) It works only with 2 linked pedestals and it won't allow me to use only 1 or a combination of 3 - 5 pedestals linked to a common XMarker activator with a counter - plus this script activates the counter attached to the XMarker activator by just displaying the "emptySlotMessage.Show()" and not with the placed in pedestal skull key (activator triggered only, as is supposed to be done).


B) I still haven't been able to trigger the remove key animation. I think it's controled by the quest but i didn't check it for the reason expleined above (i didn't do an in depth testing).


C) Only 2 pedestal out of 10 will have a quest attach to it.


D) I'm not using only 1 single skull key - pedestal model, every pedestal has it's own skull key model & pedestal model, so the check "mykey 02" it's an issue here (i've re-texture 5 different skull keys and pedestals).

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* I'll have to find an other way to make this work or i'll have to change my whole mod... BUMMER...


Thank you very much for spending your precious time in trying to help me !!

I'll for sure credit you in my mod's page when ever i manage to finish it (i'm at 750mb & 80% of its completion).


A thousands thanks !!

Edited by maxarturo
Posted (edited)

Just an idea, instead of using one keyword "LinkCustom01", use for each pedestal a new keyword.

Next code is a bit experimental, probably not working as intended, but maybe useful to realize your mod.

 

maoSkullKey_UnLockSCRIPT

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Edited by ReDragon2013
Posted (edited)
Woooh... I didn't expect that !, thank you very much for your trouble !!!...


I'll for sure check this "maoSkullKey_UnLockSCRIPT" just for the seek of knowledge and learning.

But i found a workaround to my issue, i used as a base your script "aXMDSkullLockSCRIPT02" and instead of "unlock" i set it to upon "adding the skull key to player's inventory to self disable", and this actually help me to prevent players from "closing activators and disableing links Ref" + "reseting the counter" (if they panic) upon removing the keys in two crucials points of the quest.

Is not the most beautiful or elegance solution, but it fits well with the mod's dark and mystical atmosphere, plus i want them to be used only once, and it works as a fail safe.


Again thank you so much for your help !!...

Edited by maxarturo
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