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Add reference in GECK...


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Posted

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?

Posted

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....

Posted

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

Posted

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?

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