Liskol Posted December 20, 2017 Posted December 20, 2017 Hi, I posted this in the DD thread, but I suspect it will get buried there fast. I'm trying to make a quest mod for the first time, and I want to try to get the devious devices script functions working, since they'll be fairly integral to it. I'm trying to make a test script to equip a device to the player when an object is activated. I've used a debug message script, and gotten that to print, so the overall function seems like it should work, and it compiles. But nothing happens when the object is activated with the equip device script. Quote Scriptname ASDeviousTestScript extends ObjectReference zadLibs Property libs Auto Event OnActivate(ObjectReference akActionRef) libs.equipdevice(Game.GetPlayer(), libs.collarPostureLeather, libs.collarPostureLeatherRendered, libs.zad_DeviousCollar, false, false) endEvent
LazyBoot Posted December 20, 2017 Posted December 20, 2017 43 minutes ago, ken320 said: Hi, I posted this in the DD thread, but I suspect it will get buried there fast. I'm trying to make a quest mod for the first time, and I want to try to get the devious devices script functions working, since they'll be fairly integral to it. I'm trying to make a test script to equip a device to the player when an object is activated. I've used a debug message script, and gotten that to print, so the overall function seems like it should work, and it compiles. But nothing happens when the object is activated with the equip device script. Did you remember to fill the "libs" property in the creationkit?
Liskol Posted December 20, 2017 Author Posted December 20, 2017 Yes. Or at least, that's my understanding of what the " zadLibs Property libs Auto " code should do. It also shows up when I bring up the Edit Property menu in the CK (Property Name: libs, Type: zadlibs).
LazyBoot Posted December 20, 2017 Posted December 20, 2017 25 minutes ago, ken320 said: Yes. Or at least, that's my understanding of what the " zadLibs Property libs Auto " code should do. It also shows up when I bring up the Edit Property menu in the CK (Property Name: libs, Type: zadlibs). But did you use the edit properties menu to point it at zadQuest? Like in this example:
Liskol Posted December 21, 2017 Author Posted December 21, 2017 No, I hadn't. Hadn't seen that there was more to the window than the first 2 fields. Well, I did that, and the scripts work as expected. Thank you.
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