Fluffle Puss Posted July 20, 2022 Posted July 20, 2022 Hello ppl. I've been modding for a while but only recently got into scripting. As my first script I chose a custom holographic follower I made for someone. With what I read in Nexus tutorials and analyzing other scripts I thought I had a decent shot, but it won't even save. I'd appreciate a look from a veteran modder. What I want from the script is simply to summon the hologram upon equipping a certain piece of armor, and dismiss it when I unequip the latter. To that end I wrote this: ScriptName 00VKholosummon Begin OnEquip PlayerRef 00VKAliciaHoloREF.enable 00VKAliciaHoloREF.moveto playerRef 00VKAliciaHoloREF.AddToFaction FollowerFaction 1 00VKAliciaHoloREF.SetPlayerTeammate 1 00VKAliciaHoloREF.SetFactionRank TeammateFaction 1 00VKAliciaHoloREF.SetIgnoreFriendlyHits 1 End Begin OnUnequip PlayerRef 00VKAliciaHoloREF.disable End I have tried both Player and PlayerRef, ScriptName and scn, all with no luck. So yeah, it's very simple, but I have to start somewhere. Any shared wisdom would be appreciated. I'm green as grass on this. I'm loading the geck with NVSE and using the latest extended geck mod. Both features work well and I have been able to save simple scripts with no content. The holo reference has been succesfully created and placed in the game world too.
jfraser Posted July 20, 2022 Posted July 20, 2022 quick simple question: did you remember to set your properties?
Fluffle Puss Posted July 20, 2022 Author Posted July 20, 2022 2 hours ago, jfraser said: quick simple question: did you remember to set your properties? The fact that I don't even know what that is should illustrate my scripting level.
jfraser Posted July 20, 2022 Posted July 20, 2022 (edited) That’s probably the issue. I’m not sure what it looks like for Fallout. Are you using the Creation Kit? Is there even a CK for FO3? I assume so edit: oic. GECK. Cute. Edited July 20, 2022 by jfraser
jfraser Posted July 20, 2022 Posted July 20, 2022 So, every item referenced in your script needs to point to something or the game will not know what you mean. You have your hologram in the game, but until you tell your script that the hologram exists and exactly where to find it, it won’t know what you’re talking about. Again, I am not familiar with fallout scripting, but there should be something called properties there somewhere where you can associate the name of the property with the actual hologram in the game. You will also need to define the player as a property, probably
Fluffle Puss Posted July 20, 2022 Author Posted July 20, 2022 I think the equivalent would be references, which if so, are actually already determined; the hologram has a formID that's different from its "reference", which I named myself when I placed it inside the interior cell. Unless I misunderstood, I read that as long as the reference exists, the game reads it just fine. I guess Skyrim scripts are fundamentally different then. In New Vegas they even get saved inside the esp, not dedicated files.
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