Puzzle Pillar Issue

Post » Thu Jun 21, 2012 9:49 am

I setup a test room this afternoon and dropped a puzzle pillar into an empty room, played the game and see that the pillar turns when activated (as expected).
However, in a mod that i've been working on for a month or two now, the pillar doesn't turn when activated during play.

Looking in the pillars script tab, the 'DefaultPuzzlePillarNoFurn' Script which usually states 'Script inherited and edited locally' instead states
'Script inherited from Parent'. Is this the problem ? Can the original script state of the puzzle pillar be restored ?

I've tried copying and pasting a pillar from the working test room into the new mod, but the script remains untouched. I've also tried copying just
the papyrus script over, but it remains as Script inherited from parent. Been trying to solve this for a few days now so any help would be greatly appreciated.
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ImmaTakeYour
 
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Post » Thu Jun 21, 2012 10:53 am

Typically, this sort of activator has a script defined on the base object for a specific puzzle.

If that puzzle has already been solved in the saved game you use for testing your mod, chances are that the pillar won't turn (or whatever) on new instances.

For a new puzzle, it's often convenient to make a new base object from a duplicate, delete the old script, add a new one, then place instances.

You can also place an instance, delete the script, add a new one, then duplicate the instance in the same cell.

I'd try one or other of those solutions, since it sounds like copying an instance from one mod to another results in script inheritance from the base.
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Nicholas
 
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Post » Thu Jun 21, 2012 7:04 am

thanks proleric, i'll give that a try and post back.
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M!KkI
 
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Post » Thu Jun 21, 2012 3:09 pm

Ok, 'Script inherited and edited locally' is back on the scripts status after deleting and re-adding the scripts to a new base Puzzle Pillar object.
Loaded up the game, activated the pillar and still no rotation.

As far as I'm aware I've not touched the script before, so there shouldn't be anything wrong with that, it also compiles successfully.
Any other thoughts ?



EDIT - Problem Solved, created a new puzzle pillar script with a new title and the pillar is rotating again
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Kristian Perez
 
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