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JcHARP

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About JcHARP

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    BGEE, SkyrimSE, ESO

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  1. Lmao damn. Alright I'll check it out, thanks for the reply :P
  2. Still having an issue with this any help would be appreciated.
  3. Same is happening to me, I think it's just really a badly made editor. I have Win7 64bit i7-3770k 16gb ram Nvidia 980ti
  4. When I try to access the perk tree under Character > Actor Values > Destruction > Perk Tree I can't seem to see any of the perks there. I am staring a blank gray box where I can't even put my new perk that I made in. Is there a problem or something I am missing?
  5. Okay so for instance I use this new script I remade. Event OnActivate(ObjectReference akActorActivate) If akActorActivate == Game.GetPlayer() && PnPQuest00.GetStage() == 5 && Game.GetPlayer().GetSitState() != 0 debug.trace("You sat on me!") PnPBossProposition.GetActorRef().Say(PnPQuest00Topic00AB, none, 1) EndIf EndEvent And I attach that to my chair of interest? Unless I scripted it wrong or don't understand what you mean xD. Does that look like it would work? EDIT: That worked like a charm! Thanks for the hints xD <3 With your help I figured it out :DDDDDDDDDDDDDDDDDDDD
  6. What Event should I use? I've looked at OnSit, that deals with an actor though and as far as I know I cannot put a script directly on the player themselves so that wouldn't work. Could you potentially explain a bit more I just can't seem to figure it out :(
  7. Scriptname PnPQuest10Sit extends ObjectReference ObjectReference Property Player Auto Quest Property PnPQuest00 Auto Actor Property PlayerREF Auto Topic Property PnPQuest00Topic00AB Auto ReferenceAlias Property PnPBossProposition Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerRef && PnPQuest00.GetStage() == 5 && Game.GetPlayer().GetSitState() >=3 debug.trace(akActionRef + " has entered the trig") PnPBossProposition.GetActorRef().Say(PnPQuest00Topic00AB, none, 1) EndIf EndEvent So that's the code but, I think I am using the GetSitState() wrong :(. What I'd like to happen is when all three conditions are met, you enter the trigger, the stage is equal to 5 and you are sitting. My NPC tells the player the topic of my choice without activating said NPC and the quest progresses from there. Does anyone know what I am doing wrong? Any help would be greatly appreciated.
  8. I've already found a great way of doing it. Theorycrafted some stuffs up and came up with: Quest Property JPCQ01 Auto State JPCQ01Active Event OnBeginState() If JPCQ01.GetStage() == 15 RegisterForSingleUpdateGameTime(6.0) EndIf EndEvent Event OnUpdateGameTime() ;When six hours in-game time passes it's time to GUNGNAMSTYLE! JPCQ01.SetStage(20) UnregisterForUpdateGameTime() GoToState("JPCQ01Active2") EndEvent EndState State JPCQ01Active2 ;This is the final state in the script meaning that if we leave it blank it SHOULD be ignored! Event OnEndState() Debug.Trace("Leaving the state blank!") ;A trace to prove myself right! EndEvent EndState Under Stage(15) I put in Papyrus Script GoToState("JPCQ01Active"). It works like a charm now! I will check out that link too, more ways of doing something is good to know, thanks :D
  9. Okay, so I am trying to make it so that after 24 hours in game my quest progresses to the next stage. ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveDisplayed(15) RegisterForSingleUpdateGameTime(24.0) ;END CODE EndFunction ;END FRAGMENT Event OnUpdateGameTime() If JPCQ01.GetStageDone(10) JPCQ01.SetStage(20) EndIf EndEvent Still doesn't seem to work :O What could I possibly be doing wrong?
  10. What you're looking for is under Player Dialogue if you set it up like that. In papyrus script fragment section you're going to go under which Dialogue option you chose, put : GetOwningQuest().SetStage(10). There is no need to create a script because when you hit the compile button it will make one for you. Your dialogue MUST be in the same quest that GetOwningQuest() is called for. For a better understanding, GetOwningQuest() is like saying whatever quest owns this dialogue you forward the .SETSTAGE to (whatever).
  11. Out of all the troubleshooting I didn't think to even look at the default vanilla scripts -_- thanks haha
  12. Okay, so I have a trigger box. I want to be able to set a stage to something new when the player enters the triggerbox. I know I have to use OnTriggerEnter but, past that I wouldn't know how to set it up to work. Any help would be appreciated :)
  13. AHHH! Thank you. I see now that in the syntax you have to use GetActorRef now too! Thank you :)
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