I have a bit of a problem with a mod I am making and hoped the forum community may be able to help.
WARNING – This is a bit long!
So, I have a mod I have been working on to use as a tool in the CK to build ‘fire target’ that a player in game can ignite or extinguish under certain conditions – such as if the player character has a torch equipped.
The idea behind the mod is to make linking objects together to make a ‘fire target’ simpler and faster for use in other mods (including fast duplication).
I refer here to this mod as ‘MyModTool’.
The mod centres on a trigger box script I have written and has the following;
Objects; Flint, Tinder, Flint and Tinder Box – the first two can be added to player inventory and the third is a container that can be looted.
Activator – this is used when creating a new trigger (the one the mod centres on)
Six messages – used for asking and answering – such as “Ignite object? <’Yes’ / ‘No’>” and “Extinguish object? <’Yes’ / ‘No’>”. (All are optional properties of the main script.
Main script – this does all the work of tying ‘fire target', trigger, script and objects together and is used when making the 'fire target' trigger (Create Trigger).
The mod has an interior for building and testing ‘fire target’.
The mod works just as I intended! I can ‘build’ as many ‘Fire Target' as I like and they all work. I can also build just one ‘fire target’ and then duplicate it many times – this too works great and each duplicated ‘fire target’ can be ignited or extinguished (had six duplicates working independently in testing).
Testing the ‘MyModTool’ confirmed on many tries that the mod works well.
All this is good so far.
I have a second mod for testing. For reference here I call the second mod ‘MyModForTesting’.
So I set up the second mod with a basic (‘MyNordRoom’) room interior and test it. It works great. This is so I can test if ‘fire target’ made in ‘MyModTool’ will transfer for easy use and duplication in other mods.
Now here is where the problem(s) start!
As I was making the ‘MyModTool’, I started testing it in the building and testing interior and, as noted, this worked.
Then I started testing the mod(s) by copying a ‘fire target’ and pasting it into the ‘MyModForTesting’ and, on the surface, this worked. I could easily copy from ‘MyModTool’ to ‘MyModForTesting’ – any objects in the ‘fire target’ and the script on the ‘trigger’ would copy over with seemingly no issues.
The first problem I saw was that, when testing in game, in the ‘MyModForTesting’ ('MyNordRoom') the ‘fire target’ does not work! Copied ‘fire target’ shows in the ‘MyModForTesting’ but it is permanently ‘on’ and cannot be ignited or extinguished!
Example, I create a ‘fire target’ within ‘MyModTool’ then copy all the objects to ‘MyModForTesting’ and everything shows up in game testing but does not work. On checking, the script is still on the copied ‘trigger’ but it seems to not function at all.
I guessed that this problem has something to do with the script not activating in the ‘MyModForTesting’ and I will ask about this shortly.
The second problem is a bit stranger (to me). I just got back to my mod(s) today after having a couple of days break and have found that three (flint, tinder and tinder box) objects from ‘MyModTool’ created directly in the ‘MyModForTesting’ simply do not appear when testing the ‘MyModForTesting’ in game. That is, I can select those three objects in ‘Object Window’ and place them in the render window of ‘MyModForTesting’ (save the mod) but they will not appear in game. Copied and pasted ‘fire target’ does appear though.
What is really odd about this second problem is that in previous testing, the three objects that do not now show did show then!
This is the data I load in CK in the order shown:
Skyrim.esm - Master File
Update.esm - Master File – this seems to activate automatically even if not chosen
MyModForTeasting.esp - for testing features of MyModTool – set as active (saves commit to this)
MyModTool.esp – for building ‘fire target’ object(s) group
I use ‘coc MyNordRoom’ to get to the test room of ‘MyModForTesting’. And I always check the Skyrim launcher to ensure the mods are checked in ‘Data Files’.
The first problem is the major issue and the second just seems really odd to me.
Questions;
It seems to me that the first problem is related to the script of the copied and pasted ‘trigger’ of the ‘fire target’. I was hoping to get some help on this as it is the main concern at the moment.
Is it possible to use a script created in one mode in another mod? (To me this should be yes!)
If I make a script in a mod do I have to somehow make it ‘Global’ so it will work in another mod? I am thinking that if I construct ‘fire target’ with the script in ‘MyModTool’ it should work when ‘fire target’ is copied / pasted to ‘MyNordRoom’ in ‘MyModForTesting’.
The second problem, on reflection, seems related to the first!
Why do objects created in ‘MyModTool’ now not appear in game in ‘MyNordRoom’ of ‘MyModForTesting’? (They used to!)
I mean, come on! The objects of the master file (Skyrim.esm) are easily used in mods – so why do objects made in a mod not work in another. (I made the objects by duplicating in game objects then renaming and giving new ID then setting the objects as needed).
It would be a real shame if I could not get this to work as I will be letting down the few people that are already testing the ‘MyModTool’ early version and I would not make a general release version if it does not work.
Thanks in advance for any constructive help.
Though it should not be needed for answering these questions, I can post a link to the two versions of the main mod so far later (on request).

