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GOsteW

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  1. Hi, after evaluating a few things I decided to drop this entirely. The main reason is that ultimately it's not worth it to add a script and a quest to my mod just for a small goodbye line. I may still try to do it eventually, just to learn, but I'll focus on other things now, like Kesh's cut dialogue line that I found in that same conversation and that I was able to restore.
  2. I need to learn more about quests to do that... It will take me some time, so think I'll put this little project on hold for now, I don't want to bother you too much. Thank you very much for your help!
  3. i tried to add the property without using MO2 and it worked! Now the fragment looks like this: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__00089984 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE DA13TellMeMore.SetValueInt(1) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment GlobalVariable Property DA13TellMeMore Auto I tested it in the game and it doesn't work: the new dialogue option just doesn't appear if I check for the global to be 1 (it appears if I check for the global to be 0, however), so I guess either the script doesn't start or the line "DA13TellMeMore.SetValueInt(1)" is incorrect, right? Should I move the initialization of the property right after the "Scriptname" line? P.s.: the global variable has an initial value of 0 and the "short" type.
  4. Could it be because I'm using Mod Organizer 2? Maybe MO2 is the other process...? I tried to add the property manually, but I got "no viable alternative at input 'GlobalVariable'" and the same error for the name of the property, which I guess is confirmation of the fact that I can't add do that. Do you know if there's another way other than using a global variable and a script? I couldn't find one... I mean, I could change the quest stages, but I refuse.
  5. Then, if I try to add the property anyway, it adds the property right after that stuff: Starting 1 compile threads for 1 files... Compiling "TIF__00089984"... C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\TIF__00089984.psc(0,0): error while attempting to read script TIF__00089984: Il processo non pu• accedere al file 'C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\TIF__00089984.psc' perch‚ Š in uso da un altro processo. No output generated for TIF__00089984, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__00089984 GlobalVariable Property NewProperty Auto
  6. Ok, now I repeated the same process as before, but I didn't save after closing the quest and I got the same as you. However, when I tried to add the property I got: Starting 1 compile threads for 1 files... Compiling "TIF__00089984"... C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\TIF__00089984.psc(0,0): error while attempting to read script TIF__00089984: Il processo non pu• accedere al file 'C:\Games\Steam\steamapps\common\Skyrim\Data\Scripts\Source\TIF__00089984.psc' perch‚ Š in uso da un altro processo. No output generated for TIF__00089984, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__00089984 P.s.: the third line is in italian, it says that it can't access the .psc because it's being used by another process.
  7. I added an image to the Drive folder that shows the content of the script fragment after I compile it with just a ";" in it. I keep failing at adding the property: the fragment compiles with an error and the log is printed inside the script, so I can't make the fragment work even if I add the property.
  8. I'm not using script fragments, because I can't add a property to it (can I?). Screenshot of the conversation with notes: google drive link.
  9. Hi, I'd like to understand how to add a new dialogue option that appears only after the player has selected a vanilla one. All the options in the conversation I want to edit are separate branches, some of which are handled by a quest, nothing is linked. I certainly don't want to touch the quest. I was thinking about using a global variable: set it to 0 at the start and then set it to 1 when the player selects the vanilla option that I want my new option to be a consequence of. I managed to add the script to the topic and add the global variable as property to the script, but I can't figure out what event to use, if one is needed (I don't know much about Skyrim scripting) to set the value of the global to 1. Is this even the best way to achieve what I want? P.s.: the conversation I'm referring to is the initial conversation with Kesh at the shrine of Peryite (DA13 quest).
  10. Maybe Mod Talk is the wrong section. Damn, I'm really not used to these forums.
  11. Ok, I managed to add a property to the script. Did the exact same thing as before but now it worked... Now I just need to understand which event I need to add... or if there's a better way to do this than changing a global variable.
  12. Basically the question is: can I add properties to scripts attached to Topics?
  13. P.s.: I can't just use links, because the whole conversation is made of dfferent branches without links. If I added a link, I would force the player to select the new dialogue option before being able to move to the other branches, which is not what I want to do: the new dialogue is meant to be optional.
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