chambcra Posted May 12, 2019 Share Posted May 12, 2019 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 SummonLucyScriptBegin ScriptEffectStartziranh661.moveto player, 200, 0, 0EndBegin ScriptEffectFinishEnd Here is the script that I want to add to my horse mod and it will not compile: scn 1ccSummonLucyScriptBegin ScriptEffectStart1ccLucyRef.moveto player, 200, 0, 0EndBegin ScriptEffectFinishEnd 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? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 12, 2019 Share Posted May 12, 2019 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. Link to comment Share on other sites More sharing options...
chambcra Posted May 12, 2019 Author Share Posted May 12, 2019 Thanks a million Drake. That shows you how much experience I have. I was thinking of making the names identical but it's good I asked here first. I never would have known what the deal was! Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 12, 2019 Share Posted May 12, 2019 We all started with an experience of "0" in this at one point. Even after doing this for 15+ years I, too, don't know it all and actually still learn something new each day, or 2. :thumbsup: Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted May 12, 2019 Share Posted May 12, 2019 To go even further with Drake's advise always start your editor ID's with letters like in the vanilla CS. Link to comment Share on other sites More sharing options...
chambcra Posted May 14, 2019 Author Share Posted May 14, 2019 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. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 14, 2019 Share Posted May 14, 2019 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: Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted May 14, 2019 Share Posted May 14, 2019 (edited) 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 May 14, 2019 by Oblivionaddicted Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 14, 2019 Share Posted May 14, 2019 Ah, yeah, that would indeed be as unadvisable. But I must admit I've never seen an instance of this in any Oblivion script so far. So I didn't even think of anybody ever doing it that way. :sweat: Link to comment Share on other sites More sharing options...
chambcra Posted May 15, 2019 Author Share Posted May 15, 2019 Okay, gotcha. It all works fine now. Thanks for the help. Link to comment Share on other sites More sharing options...
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