Zor2k13 Posted May 28, 2015 Posted May 28, 2015 I am trying to use %n for a message in my script and when I do it crashes the game! Message "blah blah %n blah blah"PotentialRef I have PotentialRef setup properly as a ref in my script, it means the npc chosen by the earlier parts of the script. So what happens is the PotentialRef runs toward the player to start a convo and while that is happening the message is displayed. Earlier in the script I added a script package to the PotentialRef which makes the ref follow the player. Why does using the %n crash the game? I have seen it used in other scripts and it works just fine.
mem4ob4 Posted May 28, 2015 Posted May 28, 2015 %n is an OBSE format specifier. What this means is you need to use MessageEX instead of vanilla Message function.
Zor2k13 Posted May 28, 2015 Author Posted May 28, 2015 I was under the impression that MessageEX meant message extended so it shows longer than message does? lol I am terrible at scripting, I will try it and see what happens thanks.
mem4ob4 Posted May 28, 2015 Posted May 28, 2015 MenuQue and its ini file will take care of message length bug in vanilla oblivion.
Zor2k13 Posted May 28, 2015 Author Posted May 28, 2015 Ok it works but I have another problem:-( Can you use multiple ifs with a while and loop? I hit that dam 512 byte limit thing. When I line up the ifs directly under each other then provide the correct number of endif it causes the game to freeze crash as soon as my script kicks in. I could move some of that stuff to conditions in the quest the script is used by but I don't think it is that simple.
Zor2k13 Posted May 28, 2015 Author Posted May 28, 2015 Ok nevermind I think I know what the new problem is I will post another question for it thanks.
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