macaren15 Posted February 13, 2013 Share Posted February 13, 2013 (edited) This is what I tried so far and it doesn't work: scn 000OceanusCityFIRSTQuest short escape Begin gamemode FlintREF2.disable 1 if getstage 000OceanusFirstMission 4 FlintREF2.enable 1 FlintREF.disable 1endif end NOTE: The GECK does accept the script, it just isn't working in-game Any help would be appreciated Edited February 13, 2013 by macaren15 Link to comment Share on other sites More sharing options...
SirIdiot Posted February 13, 2013 Share Posted February 13, 2013 (edited) It's not through dialogue is it? Ok, if so, create a new cell. Best would to just duplicate 1ECisternAIn that cell, create a new XMarker. Put it in the render window and double click it. Type in a reference id e.g: NPCSwapMarkerNow, where your npc is standing, create another XMarker and reference it something like OriginalMarker scn 000OceanusCityFIRSTQuest short escapeShort DoOnceShort Flint1Disabled Begin GameMode if (DoOnce != 1) Set Flint1Disabled to 1 FlintREF1.MoveToMarkerWithFade NPCSwapMarker FlintREF2.MoveToMarkerWithFade OriginalMarker endifend That should work. Tell me if there's any problems Edited February 13, 2013 by SirIdiot Link to comment Share on other sites More sharing options...
Xaranth Posted February 13, 2013 Share Posted February 13, 2013 You broke the second rule of modding: Never begin an EditorID with a numeric Char. If you try to explicitly reference an EditorID that begins with a numeric char in a script, the script treats the EditorID as a formID. Link to comment Share on other sites More sharing options...
luthienanarion Posted February 13, 2013 Share Posted February 13, 2013 (edited) GetStage only takes one argument. Also, as Xaranth pointed out, you cannot begin editor IDs with numeric characters. Edited February 13, 2013 by luthienanarion Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 13, 2013 Share Posted February 13, 2013 Also, don't start with FlintREF2.disable 1, flag the reference as "Initially Disabled" instead.The line if getstage 000OceanusFirstMission 4 should be if getstage OceanusFirstMission == 4After FlintREF.disable you need to add FlintREF.markfordelete (disabled objects remain in memory) Link to comment Share on other sites More sharing options...
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