fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 (edited) Thank you for the Dragon Priest Mask tutorial. I got it to work, mostly. I can add the masks to the busts, but when I remove them they are not added to my inventory. The only exception is the Ultimate mask; I can add and remove this one at will. Do you have a solution for the other 8 masks ?I looked at some other mods I found and got the same problem. Somehow the adding and removing of masks only seem to work in the Dragon Priest Sanctuary. Everywhere else, regardless of mod, I can add them, but when I remove them they are not added to my inventory.I believe the setup of the Ultimate priestmask is for some reason why only that one works. I found some mods where the Ultimate priestmask was set up as the basic other ones (using the basic script and a linkref to it's bust) and in that case the mask did not work either.Is there some clause in the basic script that only allows you to remove and add a mask when it is only in a certain locatiom ?I appreciate any assistance on this.Invalid setup. Re-read the tutorial, because you certainly missed something. Thank you for the quick response. I did everything mentioned in the tutorial:-) copy the 9 busts with their triggers into my cell (not including the big statue holder activator)-) set myindex-variable to -1 in the script of the trigger for the 8 busts-) selected mybustactivator in the script of Konariks trigger and selected its bust I really don't see what I have missed. I have gone over the tutorial several times and it seems pretty straightforward. I tested the setup in my cell by placing the 9 masks in there. I do see the animation on the busts when placing the masks, so that part works. It is only the removing part that goes wrong. I see the masks getting removed from the busts but they are simply not added to my inventory (with the exception of Konariks mask).I don't use other mods when testing my own mods. What is really frustrating is that I have downloaded some other mods with bust holders and get the same negative results. I did this to see how others set it up. But the basically copied everything straight out of the Sanctuary including the large bustholder without changing any properties at all. When i put the dragon priest masks in the cell for my mod, all i did was copy and paste the whole thing directly from the original location. as far as i know, everything works fine. perhaps you should try to copy and paste the original display, and see if it works that way. then either model what you want off that, or just change the way it looks to suit your needs, instead of making the whole thing from scratch Edited July 7, 2014 by fruitierracer42 Link to comment Share on other sites More sharing options...
Grathagis Posted July 7, 2014 Share Posted July 7, 2014 Did you test it on a new save?Did you test it with no other mods installed?Also, check your Data/scripts-folder for any mask related script. If you find any, delete it. Remember not to delete scripts inside Data/scripts/source.I tested it several ways;1) When in main menu, I used the console to go to my mod cell, pick up the masks I had placed there, used the console to go into the Sanctuary, used the masks there. That works.2) When in main menu, I used the console to go to my mod cell, pick up the masks and used them on the busts in my cell. That doesn't work completely. Only the Ultimate mask works.3) Started a whole new character from the beginning, made a save and did the things mentioned in step 1 (without using the main menu of course). That works.4) Used the character again by using the save and did the things mentioned in step 2. Again that doesn't work completely.My mod was active when I created a new character. I did not load it up after the creation of a character. I have no other mods active, apart from the DLC's. In my Data/scripts-folder I have only the clawrelated script which I created for a different mod using your tutorial. That one works fine. Link to comment Share on other sites More sharing options...
Grathagis Posted July 7, 2014 Share Posted July 7, 2014 the dragon priest masks in the cell for my mod, all i did was copy and paste the whole thing directly from the original location. as far as i know, everything works fine. perhaps you should try to copy and paste the original display, and see if it works that way. then either model what you want off that, or just change the way it looks to suit your needs, instead of making the whole thing from scratchI have tried this one as well, including the big priest mask holder that opens up to reveal the Ultimate mask. Ii doesn't open up when I place the 8 masks, because the scripts make a link to the activator in the original cell. And again I can add masks but when removing them they don't show in my inventory. I do not get the message "Mask added". Link to comment Share on other sites More sharing options...
fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 alright, i'll fully test mine out shortly, and see if i run into the same problem. i haven't tested with all 8, and i don't think i've actually removed the masks yet. in the mean time, if opening the ultimate mask display is an issue, you may be able to copy the activator over to your cell as well. Link to comment Share on other sites More sharing options...
Grathagis Posted July 7, 2014 Share Posted July 7, 2014 alright, i'll fully test mine out shortly, and see if i run into the same problem. i haven't tested with all 8, and i don't think i've actually removed the masks yet. in the mean time, if opening the ultimate mask display is an issue, you may be able to copy the activator over to your cell as well.The only thing I can get to work is the Ultimate mask. I have disconnected it from the big dragonpriest bust holder and set the script to link to it's own bust. The Ultimate mask is the only thing I can add and remove at will. What is odd, is that in all the mods from other creators I have used, I get the same issue with the masks not being added to my inventory when removing them from the busts. Link to comment Share on other sites More sharing options...
fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 (edited) alright, i'll fully test mine out shortly, and see if i run into the same problem. i haven't tested with all 8, and i don't think i've actually removed the masks yet. in the mean time, if opening the ultimate mask display is an issue, you may be able to copy the activator over to your cell as well.The only thing I can get to work is the Ultimate mask. I have disconnected it from the big dragonpriest bust holder and set the script to link to it's own bust. The Ultimate mask is the only thing I can add and remove at will. What is odd, is that in all the mods from other creators I have used, I get the same issue with the masks not being added to my inventory when removing them from the busts. now, bear in mind that i don't know a lot about how the system works, but i do have a little experience with it under my belt so i'll try to help as much as i can. with that said, it sounds to me like you're having a software issue. i just checked my mod, with the copy and pasted dragon priest display, and everything works fine. i can add all 8 masks, as well as remove them. i havent gotten the dragon head thing to open yet but i'll work on that next. the only thing i can think of that would be causing your problem, is that one, you don't have the script typed down correctly (but seeing as how you've used other people's mods and it still doesn't work i dont think that's the issue), or two: the script isn't being saved to your computer, or at least not to the right location. first though, just to see, can you copy and paste the script you've been using here? that and the script the original display and items use. i want to see if your original matches mine. and just to be clear, you are using the creation kit correct? also, just out of curiosity, does the display at the original location let you add and remove the masks correctly? Edited July 7, 2014 by fruitierracer42 Link to comment Share on other sites More sharing options...
Grathagis Posted July 7, 2014 Share Posted July 7, 2014 Yes, the busts work correctly in the Dragon Priest Sanctuary.These are the two scripts. I have not worked on them or create them myself, these are the scripts from the game itself. First script: Scriptname dunLabyrinthianMaskBustSCRIPT extends ObjectReference {Handling Script for Mask Busts}armor property myMask auto{Which mask am I made for?}int property myIndex auto{Need indices to track the various masks}MusicType property FinalMaskRevealMusic automessage property defaultLackTheItemMSG autodunLabyrinthianUltraMaskBustSCRIPT property master auto bool placed = FALSEEVENT onActivate(objectReference actronaut) if placed == FALSE if actronaut.getItemCount(myMask) >= 1 blockActivation() actronaut.removeItem(myMask, 1) placed = TRUE getLinkedRef().playAnimationandWait("on","TransOn") updateMaster() blockActivation(FALSE) else defaultLackTheItemMSG.show() endif elseif placed == TRUE blockActivation() actronaut.addItem(myMask, 1) placed = FALSE getLinkedRef().playAnimationAndWait("off","TransOff") updateMaster() blockActivation(FALSE) endif endEVENTFUNCTION updateMaster() ; empty is false so I must have just placed a mask if myIndex == 01 master.Mask01placed = placed elseif myIndex == 02 master.Mask02placed = placed elseif myIndex == 03 master.Mask03placed = placed elseif myIndex == 04 master.Mask04placed = placed elseif myIndex == 05 master.Mask05placed = placed elseif myIndex == 06 master.Mask06placed = placed elseif myIndex == 07 master.Mask07placed = placed elseif myIndex == 08 master.Mask08placed = placed endif ; check to see if that completes the collection if master.mask01placed == TRUE && master.mask02placed == TRUE && master.mask03placed == TRUE && master.mask04placed == TRUE && master.mask05placed == TRUE && master.mask06placed == TRUE && master.mask07placed == TRUE && master.mask08placed == TRUE if master.hasBeenUnlocked == FALSE master.hasBeenUnlocked = TRUE objectReference masterBust = master.myBustActivator masterBust.playAnimation("on") master.placed = TRUE master.getLinkedRef().playAnimation("open") FinalMaskRevealMusic.add() endif endif endFUNCTION Second script: Scriptname dunLabyrinthianUltraMaskBustSCRIPT extends ObjectReference {Acts as control script for mask altar}bool property Mask01placed autobool property Mask02placed autobool property Mask03placed autobool property Mask04placed autobool property Mask05placed autobool property Mask06placed autobool property Mask07placed autobool property Mask08placed autobool property placed autobool property hasBeenUnlocked autoobjectReference property myBustActivator automessage property defaultLackTheItemMSG autoarmor property ArmorDragonPriestMaskUltraHelmet autoEVENT onActivate(objectReference actronaut) if placed == FALSE if actronaut.getItemCount(ArmorDragonPriestMaskUltraHelmet) >= 1 blockActivation() actronaut.removeItem(ArmorDragonPriestMaskUltraHelmet, 1) placed = TRUE myBustActivator.playAnimationandWait("on","TransOn") blockActivation(FALSE) else defaultLackTheItemMSG.show() endif elseif placed == TRUE blockActivation() actronaut.addItem(ArmorDragonPriestMaskUltraHelmet, 1) placed = FALSE myBustActivator.playAnimationAndWait("off","TransOff") blockActivation(FALSE) endif endEVENT Link to comment Share on other sites More sharing options...
fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 well i compared your script to mine. they're both identical, so far as i can tell. i can't think of any reason as to why yours isn't functioning correctly... how long has this been going on? what other mods do you have installed? could there be one that might be interfering with the dragon priest display? Link to comment Share on other sites More sharing options...
fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 after playing around with my setup, i noticed something that could possibly be the source of your issue. when you double click on each mask's trigger, their window pops up to show their information. under the "scripts" section should be "dunLabyrinthianMaskBustSCRIPT." when you double click on that, you get that script's properties. there should be a list of five properties. the third one down, "master," click it once, and you'll get a section where you can pick a reference in the render window. by default, the cell listed is: "LabyrinthianPriestSanctuary" and the reference being "dunLabyrinthianBustTriggerMaster." perhaps if you select your cell in the dropdown window, and select the "dunLabyrinthianBustTriggerMaster" of that cell, your display will start working properly. I would suggest making a duplicate trigger if you do this. for example: "dunLabyrinthianBustTriggerSteel," should be made into "MyBustTriggerSteel"; "dunLabyrinthianBustTriggerMoonstone" should be "MyBustTriggerMoonstone" and so on. just to ensure that the changes you make will not affect anything in the master game. let me know if this works. also, if i wasn't clear enough in my instructions, please let me know and i will try to go into more detail. Link to comment Share on other sites More sharing options...
fruitierracer42 Posted July 7, 2014 Share Posted July 7, 2014 (edited) you shoud also do the same for the "dunLabyrinthianBustTriggerMaster," only this time the property to be edited will be called "myBustActivator" instead of "master" and the reference in your cell should be the "DragonPriestMaskUltra01" Edited July 7, 2014 by fruitierracer42 Link to comment Share on other sites More sharing options...
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