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Script works fine in one mod and will not compile in another mod


chambcra

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I modified Zira's horse stable to add a teleport and summon spell to my horse and that works fine. Now I've made my own horse mod with only my own horse and it all seems to be working fine except for the damnedest thing that has me stumped.

 

Here is the script I added to Zira's that works:

 

scn SummonLucyScript
Begin ScriptEffectStart
ziranh661.moveto player, 200, 0, 0
End
Begin ScriptEffectFinish
End

 

Here is the script that I want to add to my horse mod and it will not compile:

 

scn 1ccSummonLucyScript
Begin ScriptEffectStart
1ccLucyRef.moveto player, 200, 0, 0
End
Begin ScriptEffectFinish
End

 

I get the error 'Script command "1ccLucyRef.moveto" not found'

 

The only difference between the two is the script name and the reference name. How is it possible that "ziranh661.moveto" is okay and "1ccLucyRef.moveto" is not?

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Oh, that one's a simple one, and a life lesson learned in modding to you, too.

 

"Never" start EditorIds or variable names with a number, ever!

 

The game will inevitably confuse your use of them with a hexadecimal FormID, which it of course won't find, and thus throw the error you got.

 

Or in other words, your "1ccLucyRef" is an invalid ID.

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Don't worry, that sounded confusing to me as well. You were already told never to start with numbers. Always starting with letters is the exact same thing. ...Or to me it is, anyways, as there's only letters or numbers, (most) special signs/characters aren't even allowed. :ermm:

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Thanks for the replies. I'm not sure what you mean by "always start your editor ID's with letters like in the vanilla CS"? Without numbers what else is there but letters? Sorry if I'm a bit thick here.

There are also special signs like _ , I've already seen it in Morrowind mods.

Edited by Oblivionaddicted
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