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Posted

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?

Posted

Does your shortcut for opening the CS have "...\Oblivion\obse_loader.exe" -editor at the end?

Posted

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.

Posted

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.

Posted

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

Posted

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?

Posted

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

Posted

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'.

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