I am working on a small quest mod. Go to said overrun fort, destroy said bad guy, and restore the fort. After that is said and done, I wanted to give the ability to begin creating a town around the fort. Complete with shops, homes, and whatever factions you choose to have there.
Everything in the first part of the quest works fine. I have two different kinds of scripts for the 3 phases of construction. One is for either adding or removing items in the process.
if ( GetDisabled == 0 )
if( FD_Fortrebuild < 15 )
Disable
endif
elseif ( GetDisabled == 1 )
if ( FD_Fortrebuild >= 15 )
Enable
endif
endif
end
And I have a second script for the time in construction to pass:
As is shown below: (Because allowing a picture to be uploaded is too difficult to do)
short currentDay
short daysPassed
if ( GetDeadCount "_FMDrago" >= 1 )
Return
endif
if ( GetJournalIndex "1FD_Fortbuilding < 100 )
Return
endif
if ( FD_Bridge >= 7 )
set FD_Wait to 0
Journal "1FD_Fortbuilding" 120
StopScript "Bridge_Time"
Return
endif
if ( currentDay != )
set currentDay to Day
set daysPassed to daysPassed + 1
else
Return
endif
if ( daysPassed == 2 )
set FD_Bridge to 2
elseif ( daysPassed == 3 )
set FD_Bridge to 3
elseif ( daysPassed == 5 )
set FD_Bridge to 5
elseif ( daysPassed == 6 )
set FD_Bridge to 6
elseif ( daysPassed == 7 )
set FD_Bridge to 7
endif
end
Now this is slightly altered from the ones being used. In my first 3, there is no journal >= 100 ) requirement. (That was done to see if I could get my issue to stop.
The person in the dead count is different
and the Journal update is also different. (I wanted it under a completely different journal)
This is what happens:
As soon as I begin the rebuilding the fort script (first one) this one for some reason also activates. (With the >=100 it waits until then, and then auto-activates)
When it has completed the cycle, and prompts the journal, I get 3 update windows on the screen.
These screen will not disappear, until I either leave the area or begin talking to someone. When I return or close the dialog window....the 3 update windows come back.
This is in no way attached to anything right now. Not to the quest at hand. It is actually supposed to be activated by a person that is coming into the mod later on. So why is it activating without being prompted to? My other 3 "time pass scripts" work perfectly, and do not start until they are designated to. Why does this one?