Hi, I've taken it upon myself to de-isolate Frostcrag Reborn, to make it compatible with the UOMP and to (possibly) improve it further.
What I have done so far is made DLCFrostcrag,esp (the original, clean Bethesda file) a parent (using esmify and the CSE) and have a file Frostcrag Reborn.esp, which is the original mod, renamed.
I've removed IDM records, and am in the process of making everything reference the records in DLCFrostcrag, instead of duplicating them and making everything not fun.
I've got quite far, and have been having fun with TES4EDIT. It's all a bit messy at the moment, as there are stil a lot of DUPLICATE001 entries that I need to go through and make them edit the parent records in DLCFrostcrag.esp. I've done a large number of them though, so everything is progressing quite nicely.
My main problem at the moment is the script that opens/moves/rotates the big stone wall after you pick up/read the book that's on the frozen ice hand. (Frostcrag Spire Memoirs I think). If this makes sense. Basically, it's broken, and I don't know why, and isn't the most logical of scripts I've read, in that it appears like it shouldn't even work in the first place. Well, there are two scripts, but they are only loosely related.
This is the script attached to the door wall thing;
It doesn't work in my esp, but it works in the original Frostcrag Reborn plugin (which is just an edited version of the Bethesda plugin, hence the de-isolation). But, as far as I can tell, it shouldn't work in the orginial, or at least not as the author intended.
Specifically
if (GetStage DLCFrostcragSpire >= 50)
if ( FRDoorOpenCloseREF.Getdisabled == 1) && (player.Getdistance FRMainGate <= 300) ;;Im disabled therefor outside variable says Im closed and player is close enough then open
FRDoorOpenCloseREF.enable
playgroup forward 0
endif
endif
because picking up the book in the hand only sets the QuestStage to 40, not 50. (50 only happens when you buy all the furniture for Frostcrag Spire.)
So I'm confused as to why it even works in the original mod, and what could have caused it to be broken in my version. Any ideas/suggestions??
Now, my second, and very minor problem, is the following script (again from the original mod). The script is from the book.
if ( IsActionRef Player == 1 ) && ( GetStage DLCFrostcragSpire < 40 )
set myParent to GetParentRef
set timer to 4
set init to 1
Activate
SetStage DLCFrostcragSpire 40
StartQuest FRThievesQuest
elseif ( IsActionRef Player == 1 ) && ( GetStage DLCFrostcragSpire >= 40 )
Activate
endif
endif
because there is an endif that doesn't match an if. The CSE doesn't even let me compile this script, but I haven't tried it with just the CS,
Shouldn't this error cause the script to not run properly, i.e. return when it gets to the mismatch??
Thanks for any and all help . If uploading my file will help, then I can, but it's a little messy at the moment as I'm still working on it.
Many thanks!!
Specifically