Made a new new simple quest called TestActivateActor.
Type : Misc
Priority : 50
Event: Player Activate Actor
Unchecked [ ] RunOnce
Hit [OK]
Re-opened quest, went to script tab and put in the following:
Spoiler
Scriptname TestActivateActorScript extends QuestEvent OnStoryActivateActor(Location akLocation, ObjectReference akActor) Debug.MessageBox("OnStoryActivateActor [" + akActor + "]") Utility.wait(0.01) self.Stop()endEvent
I realize there may be some tricks I have to do to get it to fire more than once, but for this simple test, I was looking for a single fire to confirm the event actually works.
Went to Character -> SM Event Node -> Player Activate Actor
Right Clicked Player Activate Actor -> New Quest Node
[ID: TestActivateActorNode, checked [X] Shares Event ]
Right Clicked TestActivateActorNode -> Add Quests -> Selected "TestActivateActor" Quest
** No conditions. Should happen no matter what.
I hit Okay, saved with the name "TestActivateActor.esp", started up skyrim, made sure my mod was checked and then loaded a save game. But when I click on actors, nothing happens.
Some things I noticed: Most SM Event Nodes have a stacked event at the top. If you right click it and look at use info, you see all the other event stacks for that SM Event. However, this is not the case for Player Activate Actor. Right clicking the top entry, the Use Info always reports 1 entry and that is the Change Location Event. (Which makes no sense to me).
So one theory is that it points to an invalid event (Change Location Event) which appears like an event that does not share the stack... so anything else that is added to that event gets ignored.
Anyway, maybe someone else can confirm that this is broke or that they can get it to work and it is just a problem on my end? I have searched these forums and google and I can't find anyone talking about it being broken, but I also dont see anyone claiming to actually use it.