3aq Posted March 25, 2019 Share Posted March 25, 2019 (edited) I'm currently trying to move a follower mod which I moved to its own empty cell. I attached to a ring that upon equip will fire a moveto script moving said follower to the player. the script works, as in everything is referenced yet the line for moveto isn't being performed accurately. I am thus stumped on what is causing this problem. here's the script scriptName _MovetoPlayerOnEquip extends ObjectReference {script moves follower to Player on equip} actor property aaaaFollower auto actor property PlayerRef auto function onEquipped(actor akActor) if (akActor == PlayerRef) debug.notification("AFTER TEN THOUSAND YEARS, I AM FREE! ITS TIME TO CONQUER EARTH!") aaaaFollower.MoveTo(PlayerRef) aaaaFollower.SetAngle(0.0,0.0,0.0) elseIf (akActor != PlayerRef) Return endIf endFunction I am unsure if the problem is stemming from the cell that the NPC resides in as it's literally a new cell with the follower's name, or it's due to improper procedures during referencing (I attached the script to the ring which references the follower's refID, or both. Help is deeply appreciated. Thank you. Edited March 27, 2019 by 3aq Link to comment Share on other sites More sharing options...
soupdragon1234 Posted March 28, 2019 Share Posted March 28, 2019 (edited) Change "function" to "Event" and "endFunction" to "EndEvent" then it should work. Function by itself does nothing unless something calls it and unless you have another script referencing it which you havn't mentioned it'll carry on doing nothing. The OnEquipped - ObjectReference event is called everytime the object is equipped so that will fire. n.b. the "elseIf" and subsequent "return" is redundant as you've already checked to see if akActor is the player (you don't need SetAngle() either as that will be done automatically.) Don't forget to fill the two actor properties too. n.n.b. on reflection you didn't get that from decompiling a .pex by any chance? Because it often adds "Function" instead of "Event". You need to be looking at original source files if you're trying to learn something (decompiled scripts are useful if no source is available but need to be interpreted as they often contain mistakes) Edited March 28, 2019 by soupdragon1234 Link to comment Share on other sites More sharing options...
3aq Posted March 29, 2019 Author Share Posted March 29, 2019 Appreciate the the response, I will be sure to implementing those changes when time permits. the function/event thing and the nnb I've simply reused scripts that I got functioning previously. The structure of the script worked in another mod script which I applied onto this test script. I figured it may work just the same, unfortunately .. you may be right on the labeling of event. for the set angle, apologies I put that there in order to avoid wiki's "MoveTo doesn't take uneven terrain into account." Link to comment Share on other sites More sharing options...
3aq Posted April 8, 2019 Author Share Posted April 8, 2019 Late update: I figured out the reason for my issue and embarrassingly it was because I was referencing Base ID rather than Reference ID. On separate note, I've also did test with both function and event and noted that both works, though for sake of following convention I've opted and used event. I would once more thank soupdragon1234 for the help, appreciations! Link to comment Share on other sites More sharing options...
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