Galcyon Posted June 23, 2019 Author Share Posted June 23, 2019  Ah. That also likely explains why the example script you provided wasn't working either. I can access the properties window via its tab in the relevant quest, correct? You access script properties by right-clicking on the script and selecting Edit properties. There should also be a Properties button next to most script attachment lists.Cool, thanks. Hopefully, this is the last puzzle piece. Link to comment Share on other sites More sharing options...
Galcyon Posted June 23, 2019 Author Share Posted June 23, 2019 Alright! The script works- all I needed to do was edit in the properties onto the script! That even solved the vampire keyword issue I was having earlier! Now, to clean it up a bit (remove the debug messageboxes, standardize the formatting, possibly link it to quest stages instead of an internal bool variable), and I'll be posting it to the Nexus in (hopefully) a few days. Don't worry, ReDragon2013, npdogg, I'll be crediting you both in the readme and the file's description for your work in helping me get this off the ground. Just a FYI, I used ReDragon's Events and mytestF_() Function, mixed with npdogg's suggestion/usage of FormLists. Arrays might be faster, but this is a one-time deal for a game, and it'll speed up subsequent patching if there anything I missed. Link to comment Share on other sites More sharing options...
npdogg Posted June 23, 2019 Share Posted June 23, 2019 Alright! The script works- all I needed to do was edit in the properties onto the script! That even solved the vampire keyword issue I was having earlier! Now, to clean it up a bit (remove the debug messageboxes, standardize the formatting, possibly link it to quest stages instead of an internal bool variable), and I'll be posting it to the Nexus in (hopefully) a few days. Don't worry, ReDragon2013, npdogg, I'll be crediting you both in the readme and the file's description for your work in helping me get this off the ground. Just a FYI, I used ReDragon's Events and mytestF_() Function, mixed with npdogg's suggestion/usage of FormLists. Arrays might be faster, but this is a one-time deal for a game, and it'll speed up subsequent patching if there anything I missed. You're welcome to use my solution in the zip archive. Polling with script events is not necessary in this situation and puts unnecessary load on the papyrus engine. Also, I don't think the script you posted will even work if the player becomes a vampire and acquires necromage after installing the mod. Link to comment Share on other sites More sharing options...
Galcyon Posted June 23, 2019 Author Share Posted June 23, 2019 (edited) Also, I don't think the script you posted will even work if the player becomes a vampire and acquires necromage after installing the mod. As-posted, it might not, as it only runs once. However, ReDragon did post an events chain that checked every 5 seconds or so, which was included into my semi-finished script (that I haven't actually posted, since its been altered from the last script I posted). As I said a few pages ago, I have two test saves with the same setup character; one before acquiring necromage and vampirism, and one afterwards. The mod worked on both; I even checked with a character that started off as a vampire before installing the mod, and took necromage after installing the mod. Still worked as-intended. While polling may be unnecessary, I don't think it's a high-load script either; it just spends 99.999% of its time returning after checking one or two variables. I could easily set the check to run every minute or five to further ease load, with a "save and reload" note if the player qualifies for it at a bad time. But I will take a look at your solution, see how you did it, and all that. -Edit- Just checked the .zip. I can't see how you linked the properties because my copy of the CK keeps throwing up error messages any time it tries to load your included script. Edited June 23, 2019 by Galcyon Link to comment Share on other sites More sharing options...
npdogg Posted June 24, 2019 Share Posted June 24, 2019 As-posted, it might not, as it only runs once. However, ReDragon did post an events chain that checked every 5 seconds or so, which was included into my semi-finished script (that I haven't actually posted, since its been altered from the last script I posted). As I said a few pages ago, I have two test saves with the same setup character; one before acquiring necromage and vampirism, and one afterwards. The mod worked on both; I even checked with a character that started off as a vampire before installing the mod, and took necromage after installing the mod. Still worked as-intended. While polling may be unnecessary, I don't think it's a high-load script either; it just spends 99.999% of its time returning after checking one or two variables. I could easily set the check to run every minute or five to further ease load, with a "save and reload" note if the player qualifies for it at a bad time. But I will take a look at your solution, see how you did it, and all that. I mean it's up to you how you want to do it. In this case using event polling is a hack, given that the engine has native support for what you are trying to replicate with scripting. Ultimately it just makes for a bad user experience if they have to wait around for a kludgy script to catch up. Just checked the .zip. I can't see how you linked the properties because my copy of the CK keeps throwing up error messages any time it tries to load your included script. Okay? Link to comment Share on other sites More sharing options...
Galcyon Posted June 24, 2019 Author Share Posted June 24, 2019 Â Okay?Point being, on my end, there's a disconnect between what the script is saying and how it relates to the magic effect in use. I know that your alternate method requires a magic effect, and I can see how that was setup to some degree in the CK, but from reading the script, I can't see where that magic effect is called or referenced. And since I can't access the script's properties window in the CK (due to some error or another), I can't see how it was called in the script. And if it's not actually called or referenced in the script, then that means it's working by some other measure that I need to look for. Ultimately, after release, it's gonna be on me if there's problems or fires that need to be addressed. And as such, I'd rather use a method I actually understand as opposed to one I don't. Link to comment Share on other sites More sharing options...
npdogg Posted June 24, 2019 Share Posted June 24, 2019 Point being, on my end, there's a disconnect between what the script is saying and how it relates to the magic effect in use. I know that your alternate method requires a magic effect, and I can see how that was setup to some degree in the CK, but from reading the script, I can't see where that magic effect is called or referenced. And since I can't access the script's properties window in the CK (due to some error or another), I can't see how it was called in the script. And if it's not actually called or referenced in the script, then that means it's working by some other measure that I need to look for. Ultimately, after release, it's gonna be on me if there's problems or fires that need to be addressed. And as such, I'd rather use a method I actually understand as opposed to one I don't. What is the error? You can also view the structure of a mod with TES5Edit. The magic effect is on a spell. That spell is in turn applied to the player via a quest alias which is filled with the player when the quest starts. https://www.creationkit.com/index.php?title=Quest_Alias_Tab Link to comment Share on other sites More sharing options...
Galcyon Posted June 24, 2019 Author Share Posted June 24, 2019 What is the error? You can also view the structure of a mod with TES5Edit. Away from the CK right now, so I can't give the exact error, but it's some kind of read error on the CK's part. I can't view or edit the source code- the option for it is greyed out- and trying to edit its properties just returns with a blank properties field. Looks like I'll have to give TES5Edit a spin. Link to comment Share on other sites More sharing options...
npdogg Posted June 24, 2019 Share Posted June 24, 2019 (edited) Away from the CK right now, so I can't give the exact error, but it's some kind of read error on the CK's part. I can't view or edit the source code- the option for it is greyed out- and trying to edit its properties just returns with a blank properties field. Looks like I'll have to give TES5Edit a spin. Did you place the Scripts directory in Data along with the plugin? That sounds like what happens when the source file isn't present. Edited June 24, 2019 by npdogg Link to comment Share on other sites More sharing options...
Galcyon Posted June 24, 2019 Author Share Posted June 24, 2019 (edited) Did you place the Scripts directory in Data along with the plugin? That sounds like what happens when the source file isn't present.Yep. While I'm new to this side of modding Skyrim, I've been playing with mods since Morrowind. I even extracted the scripts twice and allowed overwrites in case it was some kind of bug that occured during the inital decompression. Edited June 24, 2019 by Galcyon Link to comment Share on other sites More sharing options...
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