Difference between revisions of "FAQ: My Script Doesn't Work!"
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FAQ: My Script Doesn't Work! (edit)
Revision as of 00:27, 22 February 2012
, 00:27, 22 February 2012→General
imported>Jimhsu |
imported>Jimhsu |
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*'''Did you accidentally leave out any meshes or textures?''' Textures might not cause an outright crash, but will definitely make things look weird (i.e. purple). Missing meshes may lead to graphical anomalities or outright crashes. Check also that the paths in your meshes are relative, not absolute (If you see "program files" or something in your textures, then something is wrong). | *'''Did you accidentally leave out any meshes or textures?''' Textures might not cause an outright crash, but will definitely make things look weird (i.e. purple). Missing meshes may lead to graphical anomalities or outright crashes. Check also that the paths in your meshes are relative, not absolute (If you see "program files" or something in your textures, then something is wrong). | ||
*'''Are you using a custom script that extends another custom script?''' There is a bug[http://forums.bethsoft.com/topic/1347451-serious-flaw-with-the-packaging-algorithm-for-bsa-creation/] in the .bsa packager where if the parent custom script is not actually present in a base form in the game, then it will not be listed in the file selector for the packager. The solution is to create a dummy mesh that has the parent script attached, or manually include it in the .bsa on build. | *'''Are you using a custom script that extends another custom script?''' There is a bug[http://forums.bethsoft.com/topic/1347451-serious-flaw-with-the-packaging-algorithm-for-bsa-creation/] in the .bsa packager where if the parent custom script is not actually present in a base form in the game, then it will not be listed in the file selector for the packager. The solution is to create a dummy mesh that has the parent script attached, or manually include it in the .bsa on build. | ||
==I have an Actor object (or something else) and can't run a function on it. I'm getting the reference for this object from another function.== | |||
Try [[Cast Reference|casting]] the object reference that you're returning from the function. E.g. | |||
<source lang="papyrus"> | |||
(self.GetLinkedRef() as Actor).IsInFaction(BanditFaction) | |||
</source> | |||
==Object Creation== | ==Object Creation== |