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#1
layam

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Quote from kton555:
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@layam Nice, I was able to get everything open in CK, great job. However, I am afraid I am going to have to noob out on you.

So I could move everything into your quest, but I am trying to maintain your modular structure. I am not sure how to access your scripts from inside my quest. For example, say I wanted to invoke your CollarUp function. If I add PAHSlaveQuestCaptureSurrenderQuest as a property (lets call it call it "yourquest") of my main quest script, and use:

"(getOwningQuest() as MyQuestScript).yourquest.CollarUp(akSpeaker)"

in the Dialogue script fragment window, it finds the quest but not the function.

Error-"CollarUp is not a function or does not exist"

Am I going about this the wrong way? Any help with this would be appreciated.
Thanks.
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#2
layam

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I'd advise not doing anything with PAHSlaveQuestCaptureSurrender. (or whatever it is called). You probably want to be interacting directly with PAHSlaveCoreQuest and it's aliases.

So... you'll want a property defined like this:

PAHSlaveQuestCore Property core_quest Auto.

then, to get a slave fully handled by paradise_halls:

PAHSlaveAlias slave_alias = core_quest.Handle(the_actor)
Check out PAHSlaveAlias - there's loads of methods you can call on that.

I think that's all you need to do. I haven't got the code here and I'll check when I get home, I might be talking out of my arse. I'm writing developer documentation and a tutorial at the moment - should have that out by tonight.

#3
VGC

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If I were to make a slave dungeon/ place how would you like it to bee? any preferences?

#4
layam

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Hmm... I'd just go with whatever you like. If you're going to do the work, you get to call the shots :-). The only thing I would suggest is that it is at least a little subtle from the outside - slavery isn't legal in Skyrim after all...

#5
layam

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Documentation has just been released. Ask anything here if you've got questions.

#6
kton555

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Awesome! thank you so much. I was able to use your suggestion to link an object script to my main (which was driving me crazy for a while). When I tried it with your core quest, it got a bunch of errors.

when adding "PAHSlaveQuestCore Property core_quest Auto" to any of my scripts I get:

C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\PAHSlaveAlias.psc(124,16): GetNumItems is not a function or does not exist
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\PAHSlaveAlias.psc(124,6): type mismatch while assigning to a int (cast missing or types unrelated)
....and so on

This is most likely a problem on my side, because I have been having issues with dialogue disappearing.


I am about to look at the documentation (thank you for this, by the way), I just wanted to be clear. We only have to include the base and core master files in our plugins, correct?
Thanks.


#7
layam

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@kton555: Interesting, that looks like you've got that SKSE problem all over again. GetNumItems is a SKSE function added to ObjectReference. Perhaps you don't have the SKSE source scripts in the data/scripts/source folder? As to inclusions, yeah you only need to include the two esms.

#8
kton555

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@layam: Alright! I reinstalled SKSE, and the include worked like a charm for all of my scripts! I have officially bought, and handled all of my slaves, thanks to your awesome help and documentation. Honestly, you have summarized- in a couple of pages- what has taken me weeks of scouring the net to figure out. I don't really know how else you can make it easier for developers. I certainly won't be working on any other projects for the foreseeable future.Thank you again for all of the support.

So, now I just need to get the

PAHSlaveCoreQuest.StopHandling(slave)
slave.RemoveFromFaction(PAHPlayerSlaveFaction)

methods working. Everything compiles without any errors, but when I call my sell function, the slave tracker appears in the left-hand corner and is unchanged. The slave is also unchanged. I am sure this is another issue on my side, probably the way I am organizing my slaves.

Once I am through with this, I will clean up my Mod as much as possible, and release it. I won't lie, it has taken a serious beating.

Btw, I was in my camp, just kind of getting the feel of the general mood, and I have to say that the collars, whips and lash marks are all so well done. It all really does change the feel of the entire game. Very excited.



#9
kton555

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Ok, I got it. I had forgotten to initialize one of my arrays to nones. I have officially bought and sold my own npcs.

#10
layam

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Thanks for the comments, and I'm glad you're using it. When you're ready to release, ping me and I'll link your mod.




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