Kissimurra
May 24 2005, 07:45 PM
Okay, Im a total noob at scripts so dont laugh at me
I have mad a script simillar to the summon daedra script used on items in shrines to summon a daedra. The script works and my creature appears when a certain item moves to the inventory but there's one problem. When loading my savegame with the mod these error messages appear: Script 'Float' in file 'Oceanic Armor' has not been compiled , Script 'sign' rotate in file 'Oceanic Armor has not been compiled.
Whats the problem?
Switch
May 24 2005, 08:17 PM
Themis' post deleted, and deleted Kissimurra's post along with it since it didn't make sense on it's own. ^^
Themis, please only post if your post actually adds to a thread, not just "oh, I can't help at all".

That is considered as spam.
Adras
May 24 2005, 08:22 PM
Same thing is happening to me with my Ravenhold Castle mod. I started a topic about it somewhere else (cant think of where it is right now), but I'm still not sure how to fix it. Does it say something about needing an 'X' or something on (I know on script 'Sign Rotate' its line 42, but not sure about float) certain lines? I'm heading out to find the post about it and will post the link as soon as I find it.
Morgoth
May 24 2005, 08:36 PM
Strangely, these two scripts keep getting changed when working on plug-ins although one has done absolutely nothing with them.
I'd suggest to simply delete the related two entries in your Oceanic Armor.esp (via the "Details" button in the data files dialogue of the TESCS), and see whether that works.
Adras
May 24 2005, 08:53 PM
Kissimurra
May 25 2005, 08:06 AM
I think that I have solved the problem. If you have made your own script and other scripts has been modified (by some reason), just open the esp in tesame and remove the scripts that has been modified and only leave your own script left in the esp, it worked for me. But I still dont understand how these other scripts gets modified without being touched.
Theta Orionis
May 25 2005, 08:16 AM
Did you at any point click on 'recompile all'?
Wookiee
May 25 2005, 09:19 AM
those two paticulare scripts are bugged in tescs just deleate the references to them in tesme
Kissimurra
May 25 2005, 04:08 PM
Okay, just got a another problem
When I pick up the Item, the NPC appears and starts to fight with me, it works as it should. I return to my house and and takes the item and put it on the floor, when picking up the item again, the NPC appears! I just want him to appear one time! Anyone who knows how to fix this?
Theta Orionis
May 25 2005, 04:36 PM
Create a variable which is updated the first time the NPC appears, then a condition dependent on the state of the variable.
something like:
short OnceOnly as your variable
add this condition just after the bit where you declare your variables:
If ( OnceOnly == 1 )
Activate (I'm assuming you still want to be able to pick up the object)
Return
Endif
add this command to the clause where you make the NPC appear:
Set OnceOnly to 1
Hope this works (I'm a bit out of scripting practice).
Kissimurra
May 25 2005, 04:50 PM
Thanks alot, I will try to fix it now
Kissimurra
May 25 2005, 05:01 PM
Umm... As I said Im a total noob at scripting, so i didnt quite get it, when I try to save it just says could not find variable or function "Once Only"
?
Theta Orionis
May 25 2005, 05:06 PM
Did you declare the variable, ie put in a line
short OnceOnly
?
Kissimurra
May 25 2005, 05:31 PM
Yes I did, but it didnt work, well this is how the cript looks:
begin 111summon
;
;
; script location: summons my NPC
; variables
short done
( short OnceOnly?)
if ( OnActivate == 1 )
if ( done == 1 )
Activate
return
else
Set done to 1
PlaceAtPC "111_Warrior" 1 128 1
;1 of them, 256 units away, in back (1) of the player
Activate
endif
endif
End
Wookiee
May 27 2005, 01:51 AM
err you script is a figure 8 there thats your problem
try this
CODE
begin 111summon
short done
if ( OnActivate == 1 )
if ( done != 1 )
Set done to 1
PlaceAtPC "111_Warrior" 1 128 1
Activate
return
else
Activate
return
endif
endif
End
Kissimurra
Jun 2 2005, 12:46 PM
Thanks wookie
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