zstj Posted July 16, 2021 Share Posted July 16, 2021 Greetings. I want my small mod to listen to sexlab events (on stage start for example), and i do it like that: Scriptname MyMod extends ReferenceAlias Event OnPlayerLoadGame() Debug.Trace("Load") ; Should i do it like this? RegisterForModEvent("StageStart", "OnStageStart") ; Or like this ? RegisterForModEvent("MyMod_Start", "OnAnimactionStart") ; Somewhere later SexLab.TrackActor(akActor, "MyMod") EndEvent However, OnPlayerLoadGame seems to be not running at all. I guess i'm doing something wrong when creating quest and player alias in CreationKit. So here is a dummy quest archive in attachment, which should display debug messages on mod init and on game load. Could someone check it, or at least point me to a guide without overkills like dialogue triggers, objectives and so on? Also, is there a way to register for mod events from "raw papyrus" without creating quests, aliases and so on? DummyQuest.7z Link to comment
CPU Posted July 16, 2021 Share Posted July 16, 2021 OnPlayerLoadGame is called only on scripts attached to ReferenceAliases that are associated with the player. Link to comment
AndrewLRG Posted July 16, 2021 Share Posted July 16, 2021 Your .esp file has no dependences. You need to make your mod dependent on Skyrim.esm and SexLab.esm. Link to comment
zstj Posted July 16, 2021 Author Share Posted July 16, 2021 Quote OnPlayerLoadGame is called only on scripts attached to ReferenceAliases that are associated with the player. I've created quest with creation kit, created reference alias there, attached player, and attached that script. Quote Your .esp file has no dependences. You need to make your mod dependent on Skyrim.esm and SexLab.esm. Will try it. Link to comment
zstj Posted July 17, 2021 Author Share Posted July 17, 2021 Quote Your .esp file has no dependences. You need to make your mod dependent on Skyrim.esm and SexLab.esm. Unfortunately that's either not an issue, or not the only issue. Also, this archive includes only debug message, no actual events registration, so SexLab.esm is not needed. Link to comment
AndrewLRG Posted July 17, 2021 Share Posted July 17, 2021 Could you upload the new .esp with dependencies that you tested? Link to comment
zstj Posted July 17, 2021 Author Share Posted July 17, 2021 Here it is, thanks in advance. DummyQuest.7z Link to comment
zstj Posted July 17, 2021 Author Share Posted July 17, 2021 Actually, if you could just create a working player alias and quest scripts from scracth, it would be super nice, it may be simpler than searching for errors. Link to comment
AndrewLRG Posted July 17, 2021 Share Posted July 17, 2021 28 minutes ago, zstj said: Actually, if you could just create a working player alias and quest scripts from scracth, it would be super nice, it may be simpler than searching for errors. This alias should work. DummyQuest.esp Link to comment
zstj Posted July 17, 2021 Author Share Posted July 17, 2021 Seems working now, great thanks! Link to comment
DayTri Posted July 18, 2021 Share Posted July 18, 2021 Just want to say, you do not need to have dependency to sexlab in order to register for these events. There could be a problem downstream but mod events can be received from mods which you don't have a direct dependency to, this is one of the major benefits of them. Link to comment
DiamondDemonWolf Posted July 22, 2021 Share Posted July 22, 2021 i need the sexlab.esm file Link to comment
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