Activator script problem.

Post » Sun Feb 17, 2013 2:16 pm

Okay so for reasons I don't understand my teleport script is not working for my activators, which in this case are chains with a mod specific custom ID. For the test mod using a chain activator with a new mod specific ID worked fine, and pulling it teleports me. It was in a self made mod I was using as a test. Yet when I (apparently) do the exact same thing for my more serious mod, the chains even though the script itself is compiled perfectly (with no errors), with link reference to in game XmarkerHeadings, pressing E while targeting the chains does absolutely nothing.

The option to pull the chains even appears to be there in game but pressing E does nothing. Why exactly is it not working? Is it a matter of what default activator the custom ID activator is made after? I get the feeling I'm going to have to delete the custom ID specific activators and remake them at this point
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