HappySlapp Posted March 10, 2021 Share 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. Link to comment Share on other sites More sharing options...
HappySlapp Posted March 10, 2021 Author Share 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. Link to comment Share on other sites More sharing options...
Evangela Posted March 11, 2021 Share Posted March 11, 2021 Looks like I need to add back 2 story events to the wiki. Link to comment Share on other sites More sharing options...
SKKmods Posted March 11, 2021 Share Posted March 11, 2021 How are the form/object originators like KillActorEvent declared to register ? Link to comment Share on other sites More sharing options...
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