Ho do I make a simple mod?

Post » Sun Jun 17, 2012 11:50 pm

If it's checked in the "Data Files" section then it should be loading.

Have you attached this script to anything? What compiler error are you given when you try to compile it with "extends Quest"?

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c.o.s.m.o
 
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Post » Sun Jun 17, 2012 1:18 pm

No, it is not attached to anything.

No error, just said Failed under status.
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Irmacuba
 
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Post » Mon Jun 18, 2012 2:39 am

Okay, if it's not attached to anything then I know why it's not running :)

It's strange that it won't let you extend Quest, though, especially without a proper error message. Could you please post your entire script here one more time?

Once compilation is working, you'll need to set up a quest form, and attach your script to it.

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sunny lovett
 
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Post » Sun Jun 17, 2012 3:40 pm

Scriptname NoFastTravel extends ObjectReferenceEVENT onInit()            EnableFastTravel(false)	Debug.MessageBox("Hello, world!")endEVENT

I'll reading on creating a quest now too. Trying make one where you can only finish if you die.
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Bonnie Clyde
 
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Post » Sun Jun 17, 2012 7:50 pm

Okay, just to make sure I'm understanding your correctly, you're saying that your script will compile in that form, but if you replace "ObjectReference" with "Quest" in the first line, it will no longer compile?

If it's like this, that is:
Scriptname NoFastTravel extends QuestEVENT onInit()            EnableFastTravel(false)        Debug.MessageBox("Hello, world!")endEVENT

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Alexander Horton
 
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Post » Sun Jun 17, 2012 1:20 pm

Correct.
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abi
 
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Post » Sun Jun 17, 2012 10:48 pm

I'm not really sure what to suggest about that. I think the script should compile if it extends Quest. Perhaps try starting the whole thing from scratch - even remove the source file.

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Bloomer
 
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Post » Sun Jun 17, 2012 10:02 pm

I found this in a default script. Hope it helps.

Scriptname DefaultNoFastTravelTriggerScript extends ObjectReference  {block fast travel while the player is in this trigger}import gameEVENT onTriggerEnter(objectReference triggerRef)	if triggerRef == GetPlayer()		Game.EnableFastTravel(false)	endifendEventEVENT OnTriggerLeave(objectReference triggerRef)	if triggerRef == GetPlayer()		Game.EnableFastTravel(true)	endifendEvent
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meg knight
 
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Post » Sun Jun 17, 2012 1:24 pm

Finaly found out how to get the error message.....I needed to click on the scrip that failed.

Scriptname NoFastTravel extends QuestEVENT onInit()            EnableFastTravel(false)        Debug.MessageBox("Hello, world!")endEVENT

Error:

Starting 1 compile threads for 1 files...
Compiling "NoFastTravel"...
d:\steam\steamapps\common\skyrim\Data\Scripts\Source\NoFastTravel.psc(5,12): EnableFastTravel is not a function or does not exist
No output generated for NoFastTravel, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on NoFastTravel
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Gracie Dugdale
 
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Post » Sun Jun 17, 2012 10:02 pm

Based on that script you found, it looks like you might need to import "Game" after all. Try adding that import line to your script, and calling http://www.creationkit.com/EnableFastTravel_-_Game in that way.

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electro_fantics
 
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Post » Mon Jun 18, 2012 1:05 am

Still does not work.

Scriptname NoFastTravel extends ObjectReferenceimport gameEVENT onInit()			EnableFastTravel(false)	Debug.MessageBox("Hello, world!")endEVENT

Changing ObjectReference to Quest works now though.

While attempting to add this to a quest, the CK keeps crashing when I click ok to try and save it.
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Katey Meyer
 
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Post » Sun Jun 17, 2012 5:54 pm

Well, looks like someone made one already. Thanks for the help though. I did learn a lot. I've always been interested in learning programming, now I have had a taste of it, I may look into some classes to learn it at LMC. You were a good teacher too.

Steamworks description:

For those of us who cant resist the temptation of using fast travel if its available.

This is most likely very prone to breaking when used with other mods, by default fast travelling becomes enabled every time the player moves, only way I could think of disabling it was to individually disable it for each region. This means over mods will probably overwrite it.

If another mod does break it, you can load up said mod in the creation kit, go to World > World Spaces on the top, then go through each space and tick 'Disable fast travel for this region'

Please dont post comments like 'Why cant you just not use it?' if that works for you, then fair enough, but accept that some people need it to be disabled to stop themselves from using it.
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STEVI INQUE
 
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Post » Mon Jun 18, 2012 12:19 am

It looks like they only found the http://www.creationkit.com/EnableFastTravel_-_ObjectReference version of the function, as the http://www.creationkit.com/EnableFastTravel_-_Game version should disable it entirely.

It's too bad you didn't manage to get this working, but I'm glad you feel like you learned something. Maybe once you've had a bit more practise you'll be able to come back and complete this. Whether it's already been released by someone else or not, it's a good exercise, and sometimes it's just nice to run your own private little mods.

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Austin Suggs
 
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