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Found 4 results

  1. I think I'm having an issue with the speed (slowness) of importing files from DLC. Process: - Commonwealth ref aliases exist in ref quests (to grab/release ref aliases to avoid persistence and bloat) - DLC ref aliases have Todd room placeholder (I'm registering for OnQuestInit, then firing ref quest, so I need all ref aliases to fill... hence placeholders) - Player selects teleport destination - If destination is DLC: * Get DLC target (GetFormFromFile) * Replace placeholder w/ DLC (ForceRefTo) - Go I have code that checks IF form was imported and ref was forced. Is there any way to know WHEN these "events" happen? All of my Commonwealth teleports work. Some of the DLC teleports work. The ones that don't work, well, I get to hang out with Napoleon Todd. Since that chair is my placeholder (because I don't want DLC dependencies...) that's why I think it's a speed issue. It feels like I'm trying to go places that haven't been forced into the refs YET, so I get the unchanged placeholder instead of expected target. .
  2. I am having a problem where my created reference aliases are not filling when the quest starts. I have a reference alias that is supposed to spawn at the boss marker in any random location when the quest starts. However, when the quest starts, the location is pointed to perfectly but the boss does not change (I know because I am trying to place something that is not normally supposed to be there for testing purposes.) Any help would be greatly appreciated.
  3. As the title says. I want to know whether OnHit event work inside a Ref Alias script. I have a Ref Alias script to monitor an NPC's conditions, and one of the events i need is OnHit. I also have additional questions btw: Does OnHit event work in an Armor script? I already tried to make it, by extending the script to ObjectReference (attached to the armor), but it didn't seem to work. That's why i changed it to Ref Alias script and also an Active Magic Effect script which seemingky capable to run OnHit event. Any explanation is appreciated. :)
  4. I'm trying to import Lost Grimoire into spell research SE (https://www.nexusmods.com/skyrimspecialedition/mods/20983), (having already converted the files to work on SE and confirming they work in game) for my own use. I've been following the steps as lain out in the tutorial PDF provided with the optional spell importer program however when it comes to the step of adding the script "SpellResearchImportPlayerAlias" to the created reference alias (Page 5 in the PDF if my poor description skills have doomed me again.) clicking "add script" causes my CK to give me the below error before forcing the program to close. I've had a quick look around on various forums, but cannot find a situation similar to my own and I'm not the most experienced modder so I'm about as effective as a chocolate fireguard in this situation. Anything which can get me past this hurdle would be appreciated. Would've attached the tutorial PDF to this message for your ease and reference, but it's slightly above the file size limit Cheers for reading
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