DavaScript Posted September 24, 2020 Author Share Posted September 24, 2020 This is what you have right? ~before stuff~ int potion_val Begin GameMode let tnoHSB.potion_val := Call HUDPotion ~after stuff~ And you are running CS through script extender mode or using CSE right? I just opened up the Construction Set. I don't have CSE. Is that the issue? Link to comment Share on other sites More sharing options...
Striker879 Posted September 24, 2020 Share Posted September 24, 2020 Does your shortcut for opening the CS have "...\Oblivion\obse_loader.exe" -editor at the end? Link to comment Share on other sites More sharing options...
DavaScript Posted September 24, 2020 Author Share Posted September 24, 2020 Does your shortcut for opening the CS have "...\Oblivion\obse_loader.exe" -editor at the end? Oh I see. Yes it does. I usually use Wrye Bash's quick links at the bottom of the program to open up varies programs, and it already has TESCS + OBSE already bundled together. Link to comment Share on other sites More sharing options...
Striker879 Posted September 24, 2020 Share Posted September 24, 2020 OK ... then the CS should have access to OBSE's functions. I'm more of a one task at a time type dinosaur so I work from a desktop shortcut to open the CS. Link to comment Share on other sites More sharing options...
FireTehVahu Posted September 25, 2020 Share Posted September 25, 2020 Why not use Refscope? Link to comment Share on other sites More sharing options...
KatsAwful Posted September 26, 2020 Share Posted September 26, 2020 That wouldn't solve the issue. Each custom potion is its own unique ID. You need to parse every healing potion in the players inventory on the fly in order to get a proper count. That's what I did Link to comment Share on other sites More sharing options...
DavaScript Posted September 26, 2020 Author Share Posted September 26, 2020 That wouldn't solve the issue. Each custom potion is its own unique ID. You need to parse every healing potion in the players inventory on the fly in order to get a proper count. That's what I did Any Idea why I still get the error? Link to comment Share on other sites More sharing options...
KatsAwful Posted September 26, 2020 Share Posted September 26, 2020 Try adding the variable, save, and see what happens. If its good then add the part in the GameMode block. It's probably something weird with CS in obse mode, it worked fine doing it at once in CSE Link to comment Share on other sites More sharing options...
DavaScript Posted September 27, 2020 Author Share Posted September 27, 2020 Try adding the variable, save, and see what happens. If its good then add the part in the GameMode block. It's probably something weird with CS in obse mode, it worked fine doing it at once in CSE Ok, that worked. When I save the plugin, I doesn't let me overwrite the original HUD Status Bars.esp, so I have to make a new one. And in the new plugin, it only contains the scripts, 'HUD Potion' and 'HUDmain'. Link to comment Share on other sites More sharing options...
KatsAwful Posted September 27, 2020 Share Posted September 27, 2020 Merge it with TES4Edit Link to comment Share on other sites More sharing options...
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