Poetic Motion Posted February 10, 2013 Posted February 10, 2013 Hi, i am making my own mod... (actually it's a chaged version of one mod in this lab) But i've got in problem with saving my 'Qeuststages' If i set a 'index' 10 → click 'New 'to create a new log entry, → Typing anything in the log entry → Writing a script in the 'result script' SetObjectiveDisplayed myquest 10 1 Showmap V19EpsteinREF → Click OK butoon... But when i check my quest stage after that, result script is just blank (they are not saved!) but the other things are saved whell... When I delete 'Showmap V19EpsteinREF', saving is successful... How can i add some reference which is included in other sexout mods for my mod?
zippy57 Posted February 10, 2013 Posted February 10, 2013 It's breaking because that's not how ShowMap works.
Poetic Motion Posted February 10, 2013 Author Posted February 10, 2013 It's breaking because that's not how ShowMap works. Then, how can I add epsteinREF in my mod? I also used 'Target Ref' function in 'Quest Objectives', but it always be reset when I reload my mod in GECK....
Swyke Posted February 10, 2013 Posted February 10, 2013 Well, I am a modding-beginner, too. And I am not shure, what you want to do. ShowMap adds an existing MapMarker to the Players Map ( http://cs.elderscrolls.com/index.php/ShowMap ) I have never tried to "mod a mod", but I think, if you want to use some contents of an existing mod, it just has to be loaded in Geck, too. If you want to lead the player to the next quest-stage (Here Epstein in Vault19) you have to select him via "select-button" in the quest-stage conditions. ( http://geck.bethsoft.com/index.php/Category:Conditions, http://geck.bethsoft.com/index.php/Quest_Stages_Tab) (Sorry, I can't describe it better, because on this Computer I have no GECK aviable) Greetings Swyke
Poetic Motion Posted February 11, 2013 Author Posted February 11, 2013 I don't understand what you mean by "add". 'Add' means I want to use reference which is included in other's mods(Here Epstein in Vault19) for my mod. Well, I am a modding-beginner, too. And I am not shure, what you want to do. ShowMap adds an existing MapMarker to the Players Map ( http://cs.elderscrolls.com/index.php/ShowMap ) I have never tried to "mod a mod", but I think, if you want to use some contents of an existing mod, it just has to be loaded in Geck, too. If you want to lead the player to the next quest-stage (Here Epstein in Vault19) you have to select him via "select-button" in the quest-stage conditions. ( http://geck.bethsoft.com/index.php/Category:Conditions, http://geck.bethsoft.com/index.php/Quest_Stages_Tab) (Sorry, I can't describe it better, because on this Computer I have no GECK aviable) Greetings Swyke I think 'quest-stage conditions' mean some qualification that is needed to activate quest stage... (show http://geck.bethsoft.com/index.php/Quest_Stages_Tab) Thank you for reply... And I changed my reference to 'V19EpsteinREF' in 'Target Ref' at 'Quest Objectives'. When I loaded my mod in the game first time, quest marker is activated well... But after I loaded my mod in GECK, the 'Target Ref' is changed to 'NO TARGET' and not activated also in game. (I loaded Tryout as a plugin file, my mod as active file.) How can I use this reference in my mod?
zippy57 Posted February 11, 2013 Posted February 11, 2013 .esp files can only reference .esm files; the GECK deletes all references to other .esp files when it saves.
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