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Epoch29

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  1. I'm a bit of a noob as well, but I think you need to give a quest a name, and ID then press ok to close the quest dialogue box. Then reopen the quest and you'll be able to add dialogue to it.
  2. I remember CD projekt gave the go ahead about using their assets in mods to the nexus staff but I can't remember if that was just meshes or if it included audio from the game as well and I certainly don't want to get in trouble. Anyone have a link to that nexus news about the conditions of using Witcher stuff?
  3. I gotta say the dog helmet really made me laugh.
  4. I got to try again, it's not that difficult of a question, just need to catch the right people on to answer it for me. Or if there's a way to enable the package through a fragment, that's ultimately what I'm trying to do.
  5. last bump for the day. Hopefully someone see's this that knows the answer.
  6. the only thing I'm missing is setting variables through those script fragments that you can add when you choose dialogues. I think actually declaring variables in the scripts they made easier. Ugh so close and yet so far. I'll just have to wait for someone to figure it out.
  7. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__01003335 Extends TopicInfo Hidden ;END FRAGMENT CODE - Do not edit anything between this and the begin comment but that fragment is currently empty at the moment because it won't save it if it doesn't compile correctly. If you have an idea, I'll start the scripts over again with a new variable.
  8. nah that just returns Starting 1 compile threads for 1 files... Compiling "TIF__01003335"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,0): variable AATrissDQuest is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,14): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,13): type mismatch while assigning to a none (cast missing or types unrelated) No output generated for TIF__01003335, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__01003335 Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice.
  9. edit: thanks for a reply, this was just so easy before so I'm upset I'm having trouble with it now.
  10. The new language is throwing me, I could do it in the old one, but the how to's and such just aren't available yet. Anyways, I have this script attached to a quest for dialogue Scriptname AATrissDiaQScript extends Quest Conditional Int Property Status = 0 Auto Conditional which should set the status variable to 0. Basically I can't figure out the code for the "end Papyrus fragment" to set that variable to 1 after choosing a dialogue option. Also I'm going to use it to trigger a package, but getquestvariable doesn't recognize the variable exists or something, I know this used to work. Would there be a better conditional statement to check for the package? Thanks. For instance if I wanted to do this in the old creation kit it would just be set AATrissDQuest.Status to 1 Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice.
  11. bah I found it of course, this always happens when I ask for help :P It's in the object window under items-miscitems
  12. or "sleep" outfit list? I've seen this on the wiki, but I can't figure out how to get to it. Thanks http://www.creationkit.com/Outfit It doesn't appear just placing items in an npc's inventories make them auto equip it anymore.
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