"Scripting conflicts?"

Post » Wed Jul 22, 2015 9:36 am

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?

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Niisha
 
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