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JcHARP

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Everything posted by JcHARP

  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. My selection doesn't seem to show up after following the tutorial and also doing the SEQ fix. I am troubleshooting but, right now I am new to the CK.
  12. I still need help with this problem I can't seem to figure it out :(
  13. I seem to be having an issue where my player's at 100 sneak and my NPC's are detecting the player easily in a dark cave I've made. I have all their perception to low, is that what is required to make the player less visable? If not, what is required?
  14. This is exactly what I wanted Haha wow man I appreciate it like you won't believe. I've been racking my brain for about 5 hours trying to figure it out LOL.
  15. Does that work? It looks like you're on to something by the looks of it. I never thought of using GetInRace.... xD
  16. Do you have the code? Maybe I can work with it?
  17. That's what I am fearful of :(
  18. I have an idea where I would like to make it so that if you kill ANYTHING in the mojave it puts caps in a stashbox somewhere. How would I be able to do that with scripting? So far I have SCN BSPHitmanQuestScript Short DoOnce Begin Gamemode If DoOnce == 1 && Player.IsKiller Caucasian Set DoOnce to 0 EndIf If Player.IsKiller Caucasian && DoOnce == 0 Set DoOnce to 1 BDSHitmanBoxREF.Additem Caps001 25 EndIf End As you can see this script doesn't work. My idea was if I killed someone who belonged to a specific race then it would add caps to a box I placed. However, I don't think IsKiller works off of BaseId's like that. Any help or fresh ideas to try would be appreciated :)
  19. Thanks to both of you, it works now :)
  20. Ok so, I got this perk ingame and I want it to give 350 caps per day. I get it to work the first time, but how come it will not work over and over again? SCN FWarsQ00PerksScript Short FWOnce Short FWOnce2 Short FWOnce3 Short FWOnce4 Short FWOnce5 Begin GameMode ;---------------------------------------------This is for FWarsQ01o1 Perk If GetCurrentTime >= 24 && GetCurrentTime < 0 Set FWOnce to 0 EndIf If Player.HasPerk FWarsQ01o1Perk && FWOnce == 0 && Player.GetLevel <= 10 && GetCurrentTime >= 0 && GetCurrentTime < 24 Player.AddItem Caps001 350 Set FWOnce to 1 EndIf End What am I doing wrong?
  21. I am using a 32 grid and the pieces of the caves overlap. I can't seem to get them to fit right, is this a known problem or is something wrong?
  22. Well this is what I have so far: If NVContractsShootCattleRustler.GetDistance Player <= 250 && iActivateKillCattleRustler == 0 Set iActivateKillCattleRustler to 1 NVContractsCRKillerRef2.UseWeapon WeapHuntingRifle NVContractsShootCattleRustler NVContractCRRef 1 0 0 1 0 NVContractsFFCaptiveMarker Endif My Problem is I have to talk to the NPC for him to shoot. I would like it to occur when I enter NVContractsShootCattleRustler's radius. Is there a way to get this to work?
  23. I fixed the problem I am sorry I made yet another stupid beginner mistake LOL :(
  24. When I have a topic that branches off into two other topics(addtopic), one topic for one quest each, nomatter what I select it starts the quest that is in the first selection all the time. I've checked my scripts and even disabled one and it still does it. EX. So if I select Topic One it starts Topic One Quest, if I start Topic Two it starts Topic One quest. Is this a known glitch? I've reread over the topics tab and everything is right. I don't know what the problem is and if anyone has ever come over this problem before is there a solution?
  25. I would like to create a Greeting and a Goodbye. I have already created topics and got them to work, however I am having trouble with making a greeting. Can someone point me into the right direction? All help is appreciated :3 <3
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