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Snowraptor

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  1. I've created mods that add new shouts to the game with alternate audio that are added to the player by using the regular shout. The mod was working perfectly fine then at an unknown point of time with an unknown patch it stopped working. The mod in question is this one and since I think that the script might be at fault I'll post that, all 18 simple lines of it. The script is attached to the player and checks what spell was cast and if it matches the desired one and if they don't have the perk to indicate that they have the shout then it will add the shout and the perk. Scriptname MarkedForSquee extends Actor spell property VoiceMarkedforDeath1 auto shout property MarkedForSquee1 auto perk property MarkedForSqueePerk auto Event OnSpellCast(Form akSpell) Spell MarkedForDeath1 = VoiceMarkedforDeath1 as spell Spell spellCast = akSpell as spell Shout SqueeShout = MarkedForSquee1 as shout perk Squee = MarkedForSqueePerk as perk if spellCast && spellCast == MarkedForDeath1 if (Game.GetPlayer().HasPerk(Squee))==False game.getplayer().AddPerk(Squee) game.getplayer().addshout(SqueeShout) endif endIf endEvent
  2. I wrote a script for a mod and released said mod. Then I created a new mod using the previous one as a base. I remove the old scripts reference where it was used and attached a newly written script to the relevant objects. When I go to compile the mod it wants to compile both scripts into the mod. I have a series of mods that I plan on doing that use the same basic structure but I don't want each new mod to have the scripts from the old ones. In short, how do I remove a script from a mod so it is no longer compiled. I'm more concerned with conflicts with the older mods than anything else.
  3. I had thought setting the property in the script itself was enough, I was wrong it works now. Thank you.
  4. Scriptname AddTheEvilPerk extends Actor perk property EvilPerk auto Event OnSpellCast(Form akSpell) Spell spellCast = akSpell as spell perk PerkWanted = EvilPerk as perk if spellCast if Game.GetPlayer().HasPerk(PerkWanted) debug.messagebox("detected that perk is known") Else debug.messagebox("this will now add the perk") Game.GetPlayer().AddPerk(PerkWanted) endif else Debug.messagebox("Something is wrong") endIf endEvent I have the script attached to the player. When any spell is used the event activates correctly. Then it checks if the player has the PerkWanted perk. If they don't then the perk is added. Somewhere in that process something isn't working. Either HasPerk is always returning a false or AddPerk is adding nothing or both.
  5. I had the same thought and I have three different scripts made each with the same error. I've just been using the default editor because this is 6 lines and I haven't set up Notepad++ with the papyrus compiler. Only experience I have with EOF (assuming that represents end of file) is when dealing with text documents so it is completely baffling how the compiler finds an EOF error at "if". I'll set up Notepad++ tomorrow, maybe the default editor just doesn't like me.
  6. I still get the EOF error. I tried removing the if/else to see if it would work without them (I realize I need it to perform the check) and got this error instead; (5,4): no viable alternative at input '.' Scriptname InsertSpellName extends ObjectReference {The} Spell Property InsertSpellName Auto Game.GetPlayer().HasSpell(InsertSpellName) == false Game.AddSpell(InsertSpellName) Is there some other property I need to set up that I'm missing? Removing Game.GetPlayer().HasSpell(Fireball) == false will give me the same error but with Game.AddSpell instead.
  7. I'm trying to create what should be a simple script to check if someone has a spell and if they do not then add it. Instead I get this error when I compile, (5,0): missing EOF at 'if' Scriptname InsertSpellName extends ObjectReference {The} Spell Property InsertSpellName Auto if (Game.GetPlayer.HasSpell(InsertSpellName) == 0) Game.AddSpell(InsertSpellName) endIf Not sure how I'm getting an end of file error on "if". I know there's more errors to this than just that, but no matter what is put after the property declaration I get the same EOF error.
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