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Found 10 results

  1. Hi Folks, i have a simple one line command in a Terminal to call a script function in a Quest Script when a menu item is selected using the Terminal. This is all part of using a holotape with menus to obtain information about a group of actors. HHQuest.setupSlaveList(1, 1) The Terminal Script Fragment compiles but does not actually work in game. It does not call the Quest script function setupSlaveList(). HHQuest is defined in the Terminal Fragment properties as GrimGrim31:_MY_HHQuestScript Property HHQuest Auto Const Mandatory setupSlaveList is a function in my Quest script Scriptname GrimGrim31:_MY_HHQuestScript extends Quest Conditional The Quest script is attached to a quest _HHSQuest that is used for the alias that a terminal fills whenever the holotape is used. Has anyone used a Terminal Script Fragment to call a function in another script? What am I doing wrong? EDIT: I checked the Papyrus Log and it shows the function getting called but not executed because "Cannot call setupSlaveList() on a None object, aborting function call". So it appears that the fragment is not able to reference my Quest script?? Solved: I had to fill the property. I kept trying the dropdown arrow instead of just clicking the big ol' Properties button squarely in its center. SMDH Thanks due to Niston for pointing me in the right direction!
  2. Hi all, I was wondering if anyone could help me. I am currently working on my mod and am up to the quest and dialogue creation. As of yesterday all my script fragments attached to quest stages were working and compiling fine. Today I fired up the CK and now none will compile. I tested out a couple of ones I had already done and the quests in game are working but I keep getting compiling errors in the CK with all of them. Unfortunately any new quest wont compile. The fragments are all simple, either being setobjectivedisplayed() or setobjectivecompleted() The compiler keep throwing up basically the same error but with each individual quest: I apologise if this has been answered anywhere else and would be grateful for any help
  3. EDIT: bah, can't edit the title. Not exactly Solved, but Workarounded: A terminal menu item will not advance until its fragment is completed, so adding delays like Utility.WaitMenuMode(x) will give you some time before the text displays. This is useful when the display is using Text Replacement and you want to give the globals time to update.HOWEVER, no matter what delay you give, the menu item will advance after a timeout of ~ six seconds. This seems to be hardcoded; I can't find it in Game Settings in the CK or anywhere else. Therefore, if you have anything that takes longer, it gets caught half-dressed, as it were. Sooo, any "x" you set in the function there > 6 still only gets you 6 seconds.but HO! This timeout is just for that one menu item, that one fragment. So if you make the first option kick off your long-running process, and go the max wait, you will get to the submenu - where you can run another fragment / menu item, and another delay of up to 6 seconds. This works around the timeout by stacking them together. At the end of this chain, you can show your text replacement, knowing it will be filled.If you have to go to more than one submenu and get a delay of > 12 seconds, then I have no idea what you're calculating but please share; it must be gargantuan. --- Original post: --- Hopefully I'm just missing something arcane that isn't in the wiki yet. I've a terminal whose menu items are a text display with text replacement. After many trials and tests: Functions are working as expectedText replacement is occurring as expected - eventuallyI seem to be getting the correct calculated valuesThe issue is that the terminal shows the text *before* the function the fragment calls is completed, resulting in either a display full of zeroes, or partially-filled values. If i wait a bit, and select the same menu item again, it's finished finally and I get the full correct display of values. I have tried some of the following; in the fragment itself: RegisterForRemoteEvent(DespotQuest, "OnStageSet") where the quest script is setting a stage as the last line of the function. Nope, the menu item advances before it's done. Also RegisterForCustomEvent(DespotQuest, "InventoryDone") where I'm sending that event the same way - compiles, but doesn't seem to care. Thought the menu item wouldn't advance until these events were received; but no, I'm guessing it just says "Okay, I'm listening for that now, yep" and carries on. Is there any way to delay or pause the screen's display until the called function is done with its business? I can't seem to figure out OnMenuItemRun() either, since it extends Terminal, which the fragment window is inherently, while a script attached to a terminal extends object reference; so I've no idea where this function calls home and just gave up and put everything in the bloody quest. Which I'm accessing like this - full fragment example: HomeDespotQuestScript DespotQuest = Game.GetFormFromFile(0x00000F9A, "TEST_HomeDespot-spacefiddle.bak3.esp") as HomeDespotQuestScript DespotQuest.LocalInventory() RegisterForRemoteEvent(DespotQuest, "OnStageSet") RegisterForCustomEvent(DespotQuest, "InventoryDone") DespotQuest.SetStage(20) halp!
  4. So I've been creating a conversation and would like to set the stage of a quest when the NPC says something. It's just the only method I've seen of doing this requires the dialogue scene to be attached to the same quest as the stage you want to set. I want to set the stage of a different quest. I've seen the papyrus fragment boxes in the Topic Info window and assume they work similarly to the result scripts from the GECK but I can't seem to get a script to compile correctly. Any suggestions?
  5. Hy, About modding : last time it was with Oblivion, a full scripted one for my own (autosave manager + FPS control tools (with OBSE)). No need to say that it's a new world for me with FO4. What i study atm : terminals and properties of scripts. My question : It's specially about the "Papyrus Fragment" tab, and not the property. I've followed blindfolded the instructions to don't get anymore the ";Failed to load code" message with all terminals and the messages in the Object window in activating multiple master file and in extracting all zip files. Done and i can read now the property in this tab. But i don't understand and don't find any concrete information on the "why". By the way it concern only the vanilla files that i don't want to modify. If i get the ";Failed to load code" (so unable to compile) but with a clean Advanced tab (edit/rename/delete) with the exact fragment and script involved, what it exactly mean ? Is it a property problem in the script or i don't have understanded where to put the psc to edit (scripts/source/user) ? thanks by advance, any hint or link will be a lot appreciated.
  6. Ok guys this should be extremely simple but I have ran into many error's and being trying to figure it out for days. I am trying to add a line off code to a dialogue script fragment that simply sets a quest alias (Added by my mod) to the NPC who you are in dialogue with luckily there is a variable called "akSpeaker" which is set automatically to the NPC who is speaking however when I try to use the "ForceRefTo" function the compiler shows the following errors: ForceRefTo is not a function or does not existcannot cast a none to a objectreferance, types are incompatible please HELP SOMEONE! :sad: Any Corrections Or suggestions of another method I could use are welcome. :smile: Full Code Below: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 7Scriptname TIF__02001DA0 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_5Function Fragment_5(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEpFFR23GuardAlias.ForceRefTo(akSpeaker) as ObjectReferance;END CODEEndFunction;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Alias Property pFFR23GuardAlias Auto
  7. I have a really strange problem; only half of my quest script works. When the quest starts, Stage 0 is the startup stage and runs this fragment: if (Alias_BaseLocation.GetLocation()) == (Alias_currentHold.GetLocation()) debug.notification("Correct Hold for Scroll") kmyQuest.MarkTerritory() else HoDiWrongHoldCharterMSG.Show() Game.GetPlayer().Additem(ScrollType[(kmyQuest.iCharterType)], 1, true) stop() endif I have 9 different scrolls corresponding to each hold. This is what's supposed to happen: using the scroll sends a story manager event and starts the quest. The quest detects the player's current hold (alias_currentHold) and the scroll's hold (alias_baselocation). If they match, then the MarkTerritory() function runs. If not, an error message pops up telling the player they are in the wrong hold and the scroll does not apply, gives another copy of the scroll since it really hasn't been "used," and stops the quest. I have "allow repeated stages" checked. If the location references do not match, then the fragment executes. For example, I can use a Rift scroll in Falkreath and get the message and the scroll added back. However, if the locations do match, nothing happens, like I use a Falkreath scroll in Falkreath. The scroll gets used, but the quest is stopped when checked in console with sqv, and no debug message. Does anyone know what is wrong? EDIT: Found the solution, I forgot to set the two locations alias to "Reuse in Quest"
  8. ;Failed to load code for fragment Fragment_Stage_0030_Item_00 That's the message i'm getting, and whenever i try to compile previously successful script from other stages, it fails as well . It says something like The following fragments failed validation (most likely missing from script source file): Fragment_Stage_0030_Item_00 even if i'm compiling from stage 10 or 20. any idea?
  9. Having some trouble at the moment with adding the player to a faction at the end of a quest. I've been following the CK tutorial and Millerboy's YouTube tutorial. He gets to a part in his sixth installment of making a quest where he adds an NPC relationship rank so that only after the quest they will follow the player. What I thought I could do is modify it a bit to add the player to a faction thus setting the player relationship to the whole group to ally and make all of them able to be followers that way. Hit some snags though. I've got a script fragment stuck to the last stage of the quest where the player gets an item removed and adds a gold reward. I set up another property for it as Faction and filled the property with the faction I want to add the player to with a rank of 1 (2 being the top rank, going to try and make another quest to make the player the leader rank). The script fragment goes like so: SetObjectiveCompleted(30) Alias_Gunnhilde.GetReference().AddItem(Alias_Greatsword.GetReference()) Game.GetPlayer().AddItem(Gold001, 2000) Game.GetPlayer().AddFac(SkyhammerBarbarians, 1) Which I assumed would work just fine, but when compiling I get this: Starting 1 compile threads for 1 files... Compiling "QF_AATGLSkyhammerHoldQuest_03097B1E"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_AATGLSkyhammerHoldQuest_03097B1E.psc(29,17): AddFac is not a function or does not exist No output generated for QF_AATGLSkyhammerHoldQuest_03097B1E, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_AATGLSkyhammerHoldQuest_03097B1E Apparently I'm missing something here, should I not have the property as Faction? And more puzzling to me, why does it seem to think that the .addfac command doesn't exist? :huh: Any help would be appreciated, thank you for your time! :smile:
  10. I have a quest with a dialogue sequence, where the actor, to which the player is talking, changes from normal clothing into armor. This is done via a papyrus fragment, using Actor.UnequipItem(...) and Actor.EquipItem(...). Dialogue works fine and the actor unequips/equips clothing/armor as expected. BUT, instead of then continuing to the linked topic, the dialogue breaks off with the generic goodbye. This happens with UnequipItem alone, too. I also tried RemoveItem, which had the same effect. Without any UnequipItem/EquipItem, the sequence continues as expected. Is this the expected behavior? I there a way to prevent this? I'd like to avoid having the player to manually initiate dialogue again. Is there perhaps another way? Thanks!
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