IsharaMeradin Posted August 19, 2020 Share Posted August 19, 2020 (edited) You could try the state method if you think the bool variable is the cause. It would be something like: AutoState Waiting Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == PlayerRef xMarkerSpell.placeAtMe(MyMagFX) xMarkerSpell.placeAtMe(MyFX) xMarkerSpell.placeAtMe(myFXShader) Utility.Wait(Delay) EnObj1.Enable() MySND.Play(SNDHere) GoToState("Done") EndIf ENDEVENT EndState State Done Event OnTriggerEnter(ObjectReference akActionRef) EndEvent EndState EDIT: ROFL You beet me to it!!! Congrats on figuring it out. Edited August 19, 2020 by IsharaMeradin Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 20, 2020 Share Posted August 20, 2020 Good to know it's sorted. No wonder I couldn't be more help since it was script related. Papyrus and me get on like cats and dogs! On the testing on saves that have seen the mod, I've just done that deliberately for testing my expansion. I made a set of saves with the last update to the mod loaded and tested at various points to see if the new version could be added as an update or needed to be downloaded and played on a new game. I did it because while I was pretty certain I'd not altered any scripts/properties/quests in any way that could cause a problem, I couldn't be sure because I'd amended that much. All other tests are done on my set of clean saves, unless I'm altering something I know won't be affected by using the old save. Link to comment Share on other sites More sharing options...
antstubell Posted August 20, 2020 Author Share Posted August 20, 2020 All help, late or not is appreciated especially if it confirms that what I've done is correct.Thanks. Link to comment Share on other sites More sharing options...
Recommended Posts