Shebeth Posted March 30, 2012 Posted March 30, 2012 Hi small question : I wanted to edit loversbitch (very little bit) so i lowered the amount of gold earned. In a script (xloversbitchdoormanagement) there is somewhere set xloverssomethings.goldearned to xloverssomethings.goldearned + 50 +randompercent*0.1. I never scripted but i suppose that it means for exemple, for 3 intercourse in the kennel, 54+53+57 gold. so i changed 50 to 5, not a big deal. And in the dialog for the show with Leiyawin count, there is a line "result" player.additem f 2500, i put 250 there. And as i dont know as it is working as intented or not, but only ownable dog in the kennel have the dick meshes. I wanted to put it on every dog, so i added the meshes "dogd" in the creatures editor for most of the dog (in fact xcitymutt, doberman, etc ..., and leveled creatures in the list). Thats all. In game every dogs have now the mesh i wanted, but when i cick "use this dog" from a cage, pfiouf, he vanish, and never come back. And the npc in the shop (forgot his name, rena i believe) dont have anymore the 2 specific option. ("have you any more dog" "want to work" or something like that). I'm sure it doesnt have something to do with load order, as if i put back the real esp it is working fine (well without my little customisation), and i have the starting quest pop up "you should visit rena ...." And i dont know where i have been wrong. Should i click "compil" somewhere or what ? (i will *NEVER* push "compil all")
Shebeth Posted March 31, 2012 Author Posted March 31, 2012 Well more accurate : in the script xloversdoorscript i modified the line set xLoversBitchBKMgr.goldEarned to xLoversBitchBKMgr.goldEarned + 50 + (GetRandomPercent * 0.1) to set xLoversBitchBKMgr.goldEarned to xLoversBitchBKMgr.goldEarned + 5 + (GetRandomPercent * 0.1) then save script, save plugin, put loversbitch.esp at the same place in the load order. Same problem, ownable dog disapear when i click "use this canine" near a cage. If i revert back to the original esp, it is working. I tried to push the button "compil" in the dialog box where this var is involved but it doesnt work. I often change value in script (and just that) and i never encounter a bug like this. Edit : even if the dialog box i just modify the line "script result" player.additem "f" xLoversBitchBKMgr.goldEarned to player.additem "f" 10, compil, save same bug
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