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Door script problem


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Hi there. I recently made and uploaded a castle mod (Wolfdols Castle Empire, https://www.nexusmods.com/oblivion/mods/49655?tab=description)

 

a user who downloaded reported door problem but I can't find any problem :(

according to him, the door is not activated when click it so he had to use console command 'activate'. Door script is as follow. Can you find any problem?

 

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Scn WCEExtDoorScript

 

Ref Horse

 

Begin Onactivate

 

Set Horse to Player.GetPlayerLastRiddenHorse

If GetPlayerHasLastRiddenHorse

If Horse.Getdistance WCEStableMarker(Parking point in the stable) <= 1750 && ....

Horse.Moveto WCEStableMarker

Message "..."

Activate

return

 

Elseif Horse.Getdistance WCEStableMarker <= 200

Activate

Return

endif

 

Else

Activate

Return

endif

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Hmm, it "should" work like that, although I personally would make it "Begin OnActivate player" and "Activate player" rather each to play safe and keep all references intact.

 

One idea I have though, what could keep the door from functioning for this one user of your's: They have no OBSE.

 

Scripts with OBSE functions run in a non-OBSE game will just abort the first OBSE function they run into, in this case "GetPlayerLastRiddenHorse". As then no "Activate" will follow anymore, the script break effectively blocks the door from opening.

 

Worth a try checking back with them, making sure they have properly installed and working OBSE, too.

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I think you are right :)

I asked the user to check OBSE version although the guy said latest version was already installed.. :(

Eventually, I deciede to make an alternative esp file which don't contain door script and to keep looking.

Thanks for your help :)

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