Joshlaryeth Posted December 11, 2020 Share Posted December 11, 2020 (edited) Attach these scripts to MQ102, legit leaving the vault, ditched the custom quest angle, and I swear it works once in a while upon loading a save from a start outside vault. Then I start a few new games and they won't fire. It's driving me nuts, something that should be so straightforward and simple not working. So here's the two scripts. I've seen them work, especially when I first ditched the custom quest and attached them to MQ102 and loaded a game just walking into sanctuary hills. I'd be unbelievably grateful for any help. Properties Filled. I'm using a Skip the Vault Mod, can't imagine playtesting without one. First Script:Scriptname AAA_PlayerStuffScript extends Quest ;-- Properties --------------------------------------ammo property AAA_AADPAmmo autoweapon property AAA_AADPWeapon auto Event OnInit() Game.GetPlayer().AddItem(AAA_AADPAmmo, 1, true)Game.GetPlayer().AddItem(AAA_AADPWeapon, 1, true) endEvent Second Script:Scriptname AADAmmoScript extends Quest Weapon Property AAA_AADPWeapon AutoAmmo Property AAA_AADPAmmo AutoFloat Property UpdateSpeed = 0.5 Auto Hidden Event OnInit()RegisterForAnimationEvent(Game.GetPlayer(), "weaponFire")Endevent Event OnAnimationEvent(ObjectReference akSource, string asEventName)If Game.GetPlayer().IsEquipped(AAA_AADPWeapon) && (akSource == Game.GetPlayer() && asEventName == "weaponFire")StartTimerGameTime(UpdateSpeed)EndifEndEvent Event OnTimerGameTime(int aiTimerID)Game.GetPlayer().AddItem(AAA_AADPAmmo, 1, true)endEvent Edited December 11, 2020 by Joshlaryeth Link to comment Share on other sites More sharing options...
steve40 Posted December 15, 2020 Share Posted December 15, 2020 This is where Debug.Trace(), Debug.Notification(), and your Papyrus log become useful :laugh: Link to comment Share on other sites More sharing options...
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