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Having a problem with a FormList


Monsto Brukes

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Posted
I've built on to an unused retail FormList (TGStealMeList). In my mods esp, I add to that list.

In the script, I first do
FormList property TGStealMeList auto
Then to test it I do
ConsoleUtil.PrintMessage ("TGStealMeList " + TGStealMeList.GetAt(2))
which should print  "TGStealMeList" and then the contents of index 2. Instead, the output is "TGStealMeList None" and that's it.
 
CK shows the few dozen entries in the list that are supposed to be there, and the containing .esp is active.
 
What am I missing here?
Posted

Did you populate the Properties of the script in the CK?  Go to the object the script is attached to, right-click on the script, and select "Properties".  You will need to fill that property with a value.  If "TGStealMeList" is the editor ID of the formlist, you should be able to select auto-fill and the CK will populate it with the correct formlist.

Posted
22 hours ago, EgoBallistic said:

Did you populate the Properties of the script in the CK?  

Yes.

 

The property defined in the script is attached to the entity in CK. The drop down was "auto filled" because the name is the same in the script as it exists in CK.

Posted
43 minutes ago, Monsto Brukes said:

The property defined in the script is attached to the entity in CK. The drop down was "auto filled" because the name is the same in the script as it exists in CK.

Sounds like you are doing it correctly then.  One possible gotcha is if you had an earlier version of the script which did not have that property, already active in your test save.  If it was on a running quest, you would need to stop and start the quest for the new properties to load; if it were on an object you would need to create a new copy of the object.  Or just go back to an earlier save that never had that script active.

Posted
Quote

If it were on an object you would need to create a new copy of the object.

Wait, lemme see if I got this straight.

 

The original mod duplicates the training dummy and then adds scripts and a property. FOR MY uses, I'm adding an additional script (the other thread) and a property (this formlist). Are you saying that I need to make a new additional duplicate of the training dummy, and attach my formlist to it? I should probably do this anyway.

 

But on the otherhand, you are actually talking about "creating a new copy of the object" In-Game, because the script needs to be restarted.

 

This truly can't be expected to happen just by making a new object or even restarting the game, because the game has saved some kind of state of the mod, in memory and the savegame, and that will be persistent until it's restarted. 

 

In other words . . .

TGStealMeList is a zero use, zero element formlist from the retail game. It started life empty as far as the mod is concerned, and therefore will remain empty until the mod is restarted. But even more important, it may remain empty until the script that originally referred to it is restarted. I could find that out in CK, but that's truly running down the wrong path here. It might fix the short term problem, but the whole thing is really just a symptom of not using an original list.

 

 


 

 

I was trying to "add on functionality" to another mod, yet wanted to keep my existing ingame info.

 

It's the mannequin mod SPODUM, released 3 mos after skyrim was released. I was going to add UIExtensions List Menu (script currentscript extends oldscript) for choosing mannequins. Also was going to have additional ESP 'mannequin packs' that would then appear on the list (a growing formlist).

 

And I wanted to do this all while keeping my current in-game mannequin setup intact. That now seems impossible to do.

 

What I need to do is to put an original formlist in SPODUM.esM, populate it with the original mannequins in the SPODUM.esP, and display the formlist with UIExtensions like I wanted to, so that additional esP can be added to the list.

 

I've been avoiding trying to refactor this mod, which now seems impossible. Thanks for your responses . . . they've been insightful.

Posted
On 7/1/2019 at 11:39 PM, Monsto Brukes said:
I've built on to an unused retail FormList (TGStealMeList). In my mods esp, I add to that list.

In the script, I first do

FormList property TGStealMeList auto
Then to test it I do

ConsoleUtil.PrintMessage ("TGStealMeList " + TGStealMeList.GetAt(2))
which should print  "TGStealMeList" and then the contents of index 2. Instead, the output is "TGStealMeList None" and that's it.
 
CK shows the few dozen entries in the list that are supposed to be there, and the containing .esp is active.
 
What am I missing here?

Could it be a data typing error?

 

Depending on what the formlist contains, try ".GetAt(2) as String" of ".GetAt(2) as Armor" for example.

Posted
1 hour ago, MorePrinniesDood said:

Could it be a data typing error?

 

Depending on what the formlist contains, try ".GetAt(2) as String" of ".GetAt(2) as Armor" for example.

I didn't put it, but at one point I had checked the length of the formlist and it was 0

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