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[LE] Teleport dragon to player doesn't work.


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Hi everyone.
I ran into a problem, where I can't found any solution in the web and i am a complete newcomer in the Skyrim CK. If anyone can helped me, i would be very happy.

 

I want make a mod, where the player can safe the items. One good Idea later, i created a dragon, named "Seran" and tried to summon him with a spell, over the "Summon" effect archetype.

That works very fine, but i couldn't talk with him, what my target is. Another idea was, to set him in the Interior-Cell, what i created for the items.

I set him on a floor, gave him a reference-id ("SeranREF") and wounder, where are the checkbox "Persistent Reference", what i knew from the GECK. I thourd, "Maybe the actors always persistent." And write in the magic effect, where i changed the effect archetype to "Script":

Event OnEffectStart(Actor Target, Actor Caster)
    SeranREF.MoveTo(Game.GetPlayer())
endEvent

And the compiler said:

Compiling "SummonSeranSCRIPT"...

E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\SummonSeranSCRIPT.psc(4,1): variable SeranREF is undefined

E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\SummonSeranSCRIPT.psc(4,10): none is not a known user-defined type

No output generated for SummonSeranSCRIPT, compilation failed.


Batch compile of 1 files finished. 0 succeeded, 1 failed.

Can anyone help me? I have no idea, how i set the reference to persistent or how i create a variable with the actor-reference.
And it NOT help, when you send some links, without explanation, okey?

Sincerely,
Ied Softworks

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The creation kit uses so-called Properties as variables. When the compiler says that the variable SeranRef is undefined, it means that a property named SeranRef doesn't exist anywhere in your script.

 

Please, take the time to read through the Creation Kit essentials on the wiki. It's hard to mod anything without knowing the basics :)

 

Namely the Scripting part of the Quest Design Fundamentals and the entire Papyrus tutorial series are relevant in this case.

 

There's plenty of other tutorials on scripting available if you don't fancy that specific series.

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Oh... Good to know. Thank you.
Now I get no error messages. But Seran didn't appear. Well, it could be the problem, that Seran is in a Interior and i want teleport him to the Tamriel-Worldspace. But i could be a problem, that I could solve myself.

But thank you very much. I was very frustrated. Now can i continue my work on the mod.

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Well, the teleport problem is solved. :happy: But, maybe you can me help at another point.

I created a dialouge with a remote safe. I would create a container, but when i try open the container over the papyrus fragment in topic info, it doesn't work. :confused: This is my code:

Container property Chest auto

Chest.Activate(Game.GetPlayer())

And the error is:

Starting 1 compile threads for 1 files...
Compiling "TIF__01005EC7"...
E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\TIF__01005EC7.psc(9,0): no viable alternative at input 'Container'
E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\TIF__01005EC7.psc(9,19): no viable alternative at input 'Chest'
No output generated for TIF__01005EC7, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__01005EC7

Can you help me here? I don't know what the problem is. :sad:

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Dialogue fragments as well as quest stage fragments are different to other scripts by being... well, fragments. This means that defining scriptname as well as properties isn't anything you can write manually there, since these things only exist behind the curtain - the properties are implicit rather than explicit. You still need to create properties though, you just can't write them directly in the script fragment. Instead you open the property window and create the properties there, then fill them as you'd do no matter what.

 

A side note: Script fragments are also different because they never contain events, since they are already triggered by an implicit event (for instance ending a piece of dialogue, or reaching a certain quest stage).

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