3aq Posted March 8, 2019 Author Share Posted March 8, 2019 Nope doesn't seem to work for me, I put it reference the xmarker infront of the town and renamed the objectreference to XMarker in the script, I even changed the property type to Int, Object, and Reference, still no dice. Back to the drawing board. Link to comment Share on other sites More sharing options...
Evangela Posted March 8, 2019 Share Posted March 8, 2019 Alright, my next theory is the line before the moveto. Remove that and see if the move takes place. Link to comment Share on other sites More sharing options...
3aq Posted March 8, 2019 Author Share Posted March 8, 2019 the line Game.FadeOutGame(false, true, 2.0, 1.0)shouldn't be affecting it, infact it's probably the only visual cue to tell me that the script is infact runningwhat this line does is momentarily blacks out the screen while you actually transit to the location at hand. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 8, 2019 Share Posted March 8, 2019 You are trying to do the moving while still in the menu. Toggle the bool status when the option is selected and then use the OnConfigClose event to do the moving should the bool variable be of the correct value. There are many functions that won't work while still in menu and could in fact cause the MCM menu to cease functioning especially when moving to another mod's menu without fully exiting back to the game screen. It is okay to set the value of global variables or other property variables within the menu selection but actually manipulating things should be done when the menu closes and the game is no longer paused. Link to comment Share on other sites More sharing options...
3aq Posted March 8, 2019 Author Share Posted March 8, 2019 (edited) Thank you for this info.. sadly I don't know how to apply it as I don't quite have the knowledge of OnConfigOpen/Close, for the most part all I have been doing is the OnOptionInit.. But I won't let this prevent me, hopefully.. anyways, here's the code I don't think will work.. but is this what you mean by functions operating outside the menu? Event OnOptionSelect(int a_option) If (a_option == aa_01) {empty, moved to OnConfigClose()} endIf endEvent Event OnConfigClose() If (a_option == aa_01) Game.FadeOutGame(false, true, 2.0, 1.0) Game.GetPlayer().MoveTo(XMarker) endIf endEvent Edited March 8, 2019 by 3aq Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 8, 2019 Share Posted March 8, 2019 You misunderstood. OnConfigClose not OnOptionClose. There is no such thing as OnOptionClose. For a working example, take a look at my recently released Inventory Management System Rebuilt mod (the source scripts are packed inside the BSA). It does use the state method so there will be some differences. And if putting it into the OnConfigClose event still does not work, utilize a short update as in the aforementioned example. Link to comment Share on other sites More sharing options...
3aq Posted March 8, 2019 Author Share Posted March 8, 2019 Apologies, I mistyped. Thank you for the correction and moreso for the working example. Will report back, hopefully with good findings. Link to comment Share on other sites More sharing options...
3aq Posted March 8, 2019 Author Share Posted March 8, 2019 (edited) here's to hoping I am doing something wrong because it isn't working. :psyduck: the mod (with source and everything): https://ufile.io/mem0kthe code: Scriptname _mcmToRiverwood2 extends SKI_ConfigBase import UI ObjectReference Property XMarker Auto Int function GetVersion() return 4 endFunction Event OnVersionUpdate(int version) If version > 1 OnConfigInit() EndIf EndEvent int aa_01 ; coc Riverwood bool bb_01 = false; bool for Riverwood Event OnConfigInit() Pages = new string[2] Pages[0] = "About" Pages[1] = "Teleport" EndEvent Event OnPageReset(string page) ;---SPLASH If (page == "") loadCustomContent("img_riverwood2/splash.dds", 258, 95) return else unloadCustomContent() endIf ;---MENU If (page == Pages[0]) draw_0() elseIf (page == Pages[1]) draw_1() endIf endEvent function draw_0() setCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("Testing mcm teleport to riverwood2 take 4") endFunction function draw_1() setCursorFillMode(TOP_TO_BOTTOM) AddHeaderOption("To Riverwood2") aa_01 = AddToggleOption("Go", bb_01) endFunction Event OnOptionSelect(int a_option) If (a_option == aa_01) bb_01 = !bb_01 SetToggleOptionValue(aa_01, bb_01) endIf endEvent Event OnConfigClose() if (bb_01 == true) Game.FadeOutGame(false, true, 2.0, 1.0) Game.GetPlayer().MoveTo(XMarker) Utility.Wait(0.1) bb_01 = !bb_01 SetToggleOptionValue(aa_01, bb_01) RegisterForSingleUpdate(0.1) endIf EndEvent goals :toggle will go from false to trueafter close config will execute fade --> moveto --> reset toggle back to false observed results:toggles go from false to trueafter close config executed fade --> reset toggle back to false. Edited March 8, 2019 by 3aq Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 8, 2019 Share Posted March 8, 2019 Everything else but the moving is working? Then I would look at making sure you assigned the desired pre-placed object to your XMarker property. However, since xMarker is an actual base object name and many uses of it do not assign a new name, chances are if you "auto-filled" the property it could have filled with the incorrect object. But that is just a guess without taking a look at the actual mod itself. I do not have time to do that. Link to comment Share on other sites More sharing options...
3aq Posted March 9, 2019 Author Share Posted March 9, 2019 (edited) No need to actually review the test mod, it's there for redundancy's sake. That said I looked through it once more and figured out what was wrong. And as you guessed, CK was retitling the property name. Seems initially I had it set as Xmarker through SSEEdit, then by some oddity saving through CK changed the property as a reference. So my initial assumption is correct, you can moveto anything even "riverwood" itself as I initially did achieve just that (sadly I didn't document how exactly I did it). Thank you IsharaMeradin for sticking with me the entire way. I would also like to express my gratitude to Rasikko, and Creatoxx as well. So if the three of you are seeing this, thank you. :happy: Edited March 9, 2019 by 3aq Link to comment Share on other sites More sharing options...
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