NexusComa Posted March 23, 2020 Share Posted March 23, 2020 (edited) No, I never tested anything. Just like the out of the box thinking. Like I said I tried this myself in a different way and was unable to figure out a way to close the menu. I didn't give it to much time however as I found a different way in my case. It was for a Enchanted Ship in a Bottle mod for the brewer. I ended up going with a box message telling them the mix was complete. That worked out great for me so I never did continue to find a way to close the menu.Have you tried this ... DisablePlayerControlsutility.wait(0.1)EnablePlayerControlsUnfortunately, there is no way to detect which controls are disabled/enabled. But you shouldn't be in anything other than the menu at that moment so ... Edited March 23, 2020 by NexusComa Link to comment Share on other sites More sharing options...
aoh125 Posted March 23, 2020 Author Share Posted March 23, 2020 (edited) @ IsharaMeradin Thanks ill have to look more into skse scripting and maybe a tutorial on how to get it installed correctly for the ck and sse. Ill definitely revisit this issue but think its going on the back burner for the moment. @ NexusComa Yes i did, guessing you found the same old forum post i did about it (from 2012 i think it was?) but that exact code didnt compile so i did a little research and ended up with this that compiled fine but didnt drop the menu Game.DisablePlayerControls(False, False, False, False, False, True) utility.wait(0.1) Game.EnablePlayerControls(False, False, False, False, False, True) Im thinking maybe skyui could possibly be why it doesnt drop the menu? Im not sure but i know skyui is a popular mod so even if it is the reason then it means a lot of people would have the problem. Other then that maybe just another mod in general, think i have about 20 that i typically run but none of the others seem as likly that they might effect such a thing. bbe, lighting, water mods, texture mods etc. **update** Just disabled all mods except the one im working on after adding the code in the spoiler back into the certificate script. It still didnt make the barter menu close so im at a loss as to why it doesnt work for me but has worked for others. Edited March 23, 2020 by aoh125 Link to comment Share on other sites More sharing options...
NexusComa Posted March 23, 2020 Share Posted March 23, 2020 (edited) lol .. I did. See I try to do my research. It's nice that you do too. Looking at that I wondered if 0.1 seconds was long enough.Try this Game.DisablePlayerControls(True, True, True, False, True, True, True, True, 0) <- one from one of my scripts.Also skse is a must in my opinion. There is nothing to installing it. Just drop the skse folder in your data folder.Found this too but it uses skse ... int exitkey = input.GetMappedKey("Tween Menu")input.TapKey(exitkey) Edited March 23, 2020 by NexusComa Link to comment Share on other sites More sharing options...
aoh125 Posted March 23, 2020 Author Share Posted March 23, 2020 Just gave it a try with your adjustments. Still doesnt kick me out of the menu so im not sure what im doing wrong since you pulled that from a script you have working. Also tried adjusting the utility.wat(1.0) as well as (0.1) just to troubleshoot that being the possible cause. Maybe its the fact i use oncontainerchange? Far as the skse install goes. would i just drop the entirety of the skse folder in? last time i did just the scripts as its how a tutorial had showed doing it if you dont use MO or something like it. i use nmm since its what im familiar with have used for ages but it does lack some things that alternatives have added. Link to comment Share on other sites More sharing options...
NexusComa Posted March 23, 2020 Share Posted March 23, 2020 That was for a different type of script ... just a bit more filled out. Like I said I never did figure it out myself.As far as skse just download the the 7z archive. Unpack it and drop the whole thing in the Skyrim folder (not the data folder).That's it ... it will kick in when you load the game. SKSE Link to comment Share on other sites More sharing options...
aoh125 Posted March 23, 2020 Author Share Posted March 23, 2020 i run skse in game via launching from it instead of the default skyrim.exe (or w.e its called idk off hand). This i guess does not make its scripting available for the Ck on the other hand. Ill try adding it as you describe and see if that will make the ck have access to its advanced scripts without overwriting the defaults though. Thanks NexusComa. (: Link to comment Share on other sites More sharing options...
NexusComa Posted March 23, 2020 Share Posted March 23, 2020 If I was you, I'd start thinking of others way around this. The complete lack of any information on doing this tells the tale. Link to comment Share on other sites More sharing options...
aoh125 Posted March 23, 2020 Author Share Posted March 23, 2020 (edited) Yea just kind of trying to get skse scripting functionality at this point. The idea of managing to force a menu close and reopen seems to be a rather advanced accomplishment for scripting lol. I did as you said and just copied the entire extracted folder into my game directory "Skyrim Special Edition" . This as well as over writing the base game scripts with the skse verison of the scripts still does not let me compile skse scripts in the creation kit. Only thing i havent tried that i can think of is reloading the kit which ill be doing soon as im done typing since i just thought of it now. Made this new script just to test functionality and it wont compile Scriptname zzzBMI_TestingScript extends ObjectReference Event OnRead() SaveGame("TestSave") EndEvent Also tried it with Game.SaveGame("TestSave") Yea restarting the kit did nothing. no idea why its not getting the script functionality for skse in the kit for me but ill just avoid using it for the moment. Edited March 23, 2020 by aoh125 Link to comment Share on other sites More sharing options...
NexusComa Posted March 23, 2020 Share Posted March 23, 2020 (edited) Odd that's is how it's installed. I do have skse but I really never use it to script with. If you do you have require skse with the mod. I don't use the SE version however. Also in the skse foilder you need an .ini file ... skse.ini [General]ClearInvalidRegistrations=1EnableDiagnostics=1 [Display]iTintTextureResolution=2048 [Memory]EnablePatch=1DefaultHeapInitialAllocMB=1024ScrapHeapSizeMB=256 Edited March 23, 2020 by NexusComa Link to comment Share on other sites More sharing options...
aoh125 Posted March 24, 2020 Author Share Posted March 24, 2020 You seem to be pretty familiar with scripting and such. Have kind of a generalized question about adding scripts. I know i read some where that tons of scripts in a mod can hurt cause all sorts of issues with saves and crashes etc. Is this true of simple single run scripts like this one ive been working on here? Im already up to maybe 15-20 total scripts for this mod. Only one of which will run over and over and it has an 84 in game hour window before it starts again and a shut off after running 8x if what it produces isnt removed from the container but just for reference and to maybe better understand the dos and donts of adding scripts to a mod im asking lol. Link to comment Share on other sites More sharing options...
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