HappySlapp Posted March 10, 2021 Posted March 10, 2021 I was working on a new update to my mod, and used the events like so: Event Actor.OnSit(Actor akSender, ObjectReference akFurniture) Debug.Trace(Self + ": Player used furniture '" + akFurniture.GetName() + "'") EndEvent Event Actor.OnGetUp(Actor akSender, ObjectReference akFurniture) Debug.Trace(Self + ": Player stopped using furniture '" + akFurniture.GetName() + "'") EndEvent I even registered them correctly: Function RegisterForNeeded() RegisterForMenuOpenCloseEvent("BarterMenu") RegisterForRemoteEvent(KillActorEvent, "OnStoryKillActor") RegisterForRemoteEvent(LockpickEvent, "OnStoryPickLock") RegisterForRemoteEvent(HackComputerEvent, "OnStoryHackTerminal") RegisterForRemoteEvent(PlayerRef, "OnSit") RegisterForRemoteEvent(PlayerRef, "OnGetUp") EndFunction Event OnQuestInit() InitializeAllSkills(SkillsArray) RegisterForNeeded() EndEvent I really need help here, because this will make or break a certain feature of my mod.
HappySlapp Posted March 10, 2021 Author Posted March 10, 2021 Nevermind, figured it out. Turns out I accidentally set my manager quest to NOT start game enabled, hence why it wasn't firing off the events.
Evangela Posted March 11, 2021 Posted March 11, 2021 Looks like I need to add back 2 story events to the wiki.
SKKmods Posted March 11, 2021 Posted March 11, 2021 How are the form/object originators like KillActorEvent declared to register ?
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