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csbx

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  1. You guys gave me an idea about one possibility unconsidered. It just so happened that the pertinent dialogue had no .iip files. I generated them and it seems that has solved things--question mark. I earlier tried the force prompt between dialogues and that didn't seem to take so I'm probably looking at a forcegreet if this turns out not to be solved--though it would be a PIA to implement here.
  2. To be honest, I used to only have topic [A] with the function running in the 'pre' fragment (generating the globvar) and the conditions (with the globvar) in the same topic. I recognized the issue and so split it to [A] and {B} thinking that would split the setting of the globvar and the checking of the condition. Apparently that's a no. It's as if [A] and {B} topics load up simultaneously.
  3. So I have 2 final dialogue topics TopicA and TopicB In the 'begin' fragment of TopicA I run a function that calculates some stuff then sets a globalVar. In my test cases globalvar x was set to 91. TopicA then flows via invisible continue into TopicB, which has dialogue with condition globalvar x <= 80 I run a debug in the function and in the fragment in TopicA which shows that x is indeed 91. The dialogue with condition globalVar x <= 80 displays, despite the reality that x = 91. I'm totally baffled and the only thing I can think of is that it's a timing issue with the globvar being set and then checked almost immediately. But I don't know. Any ideas ?
  4. Yep--that's it. Thank you. I'm steeped in the math way to resolve these so will have to adjust. I'll check out the wiki !
  5. Well sheeeit. That's rough. I actually have my setup working now, but, yes, it only works if the player is talking to an npc that is currently in a normal kind of location. E.g. if the npc is outside whiterun city, works beautifully. if it's the fisherman you're talking to down below the standing stones south of riverwood, it fails--presumably because of the PlayerLoc = game.getplayer().GetCurrentLocation() that I'm then running through If (PlayerLoc.IsSameLocation(PlaceInWhiterunHold, loctype)) I guess I should have really understood the topology around the topic before delving in headfirst presuming it would work.
  6. Location Property PlayerLoc auto PlayerLoc = game.getplayer().getcurrentlocation() debug.messagebox(playerLoc) if PlayerLoc.isSameLocation(w, keyword.getkeyword("LocTypeHold")) the debug yields NONE so clearly I don't understand even the basic portion of this EDIT: I just remembered something you said in another thread about locations in the wilderness potentially being NONE. So my code may potentially be set up almost correctly after all. So PlayerLoc is getting me nothing here--but I need to return the hold level info; then I could just use If PlayerLoc == w ;whiterunholdlocation
  7. PlayerRef.IsInLocation(w) The above never gets satisfied, though the player is definitely in Whiterun Hold (tamriel worldspace). Property w is assigned to WhiterunHoldLocation. I think I know what's wrong here. I should be asking if WhiterunHoldLocation is a 'parent' to the location that is currency in my code. I think..
  8. So rather than a comparison, what ends up making sense for my situation is the following. Now, the following does NOT work, so I'm hoping you have an idea why that is ! If PlayerRef.IsInLocation(w) ; w is a location property and is filled by "WhiterunHoldLocation" debug.messagebox("player is indeed in whiterun") If MapMarker.IsInLocation(w) || MapMarker.IsInLocation(h) || MapMarker.IsInLocation(f) h,f are loc properties for other hold locations debug.messagebox("work normally, help the player") Else csbmagmapchosen.setvalue(93) debug.messagebox("can't help the player") Endif elseif .. endif
  9. It's been a long while since looking at this so I just wanted to confirm. If I would like A & (B OR C) This expands to (A & B )OR (A & C) But I'm not clear if the below designation represents the above: A (AND) B (OR) A (And) C (?)
  10. Very much appreciated. It's indeed annoying not to be able to quickly view the quests whose elements I'm touching in some way in the CK--but I at least understand the logic of that and am happy it's not something weird going on.
  11. Right ! I'll have a look at these possible angles. Much appreciated. Thanks for taking the time. What happens if the player is currently in Dragonreach (just as an example) or in some cave in Whiterun hold. Does the game count the parent location (type hold) as Whiterun hold ? I'm worried my checks will work 95% of the time, but that I'm not solid enough on how the game designates this stuff that I'll fail to properly formulate conditions.
  12. e.g if I have a map marker ObjRef in a Formlist ? I'm trying to compare the Hold location of the player (a) with the Hold location of a particular place (b) (via its map marker). If a = b give information (cuz npc is in the region and knows) else tell player to ask around in (b). EDIT: I guess I'm doing something like: if player.IsInSameCurrentLocAsRef MapMarkerInFormlist LocTypeHold give information blah blah But I don't understand how to set up the following more complex checks: If currentHoldofPlayer == 0 ; e.g if player is in whiterun hold currently If (holdofAParticularLocation(via map marker) == 0) || (holdofAParticularLocation(via map marker) == 3) || (holdofAParticularLocation(via map marker) == 5) ;ie,a nearby hold give information to player because npc is in the hold or a nearby hold. Else npc tells player they don't know, and sends them to hold (of mapmarker) Endif Elseif currentholdofplayer == 1 ... Endif
  13. It's really helpful watching others formulate things in ways you'd never think of. And--yes--I've never used Find for indexes so will get right on integrating that. Cheers, you two !
  14. ElseIf (QI == 4 || QI == 5 || QI == 6 || QI == 7 || QI == 8 || QI == 9 || QI == 10 || QI == 11 || QI == 12 || QI == 14 || QI == 15 || QI == 16 || QI == 17 || QI == 18 || QI == 19 || QI == 20 || QI == 21 || QI == 22 || QI == 23) There has to be a nicer way to write this. Something like, "Elseif (QI IsOneOf [4,5,6,7,8])" or "Elseif (QI isOneOf[4..12,14..19]). I suppose if ((QI >= 4) && (QI <= 12)) || ((QI >= 14) && (QI <= 23)) or similar would work. Are there related syntax moves that would be better ? Here's another even uglier one: If (csbmagellanquest04locations.isrunning() && SavedText[0] != CorrectReplacementText && SavedText[1] != CorrectReplacementText && SavedText[2] != CorrectReplacementText && SavedText[3] != CorrectReplacementText && SavedText[4] ...... If the above goes to index 19, that's just a monstrosity. Is there a better way to tackle this ?
  15. As I would expect, I notice an asterisk next to a couple of vanilla quests / objects that I have made an edit to. But I also am noticing that there are a subset of vanilla quests that have been altered but which do not include an asterisk and don't show up when I click on the 'show active forms' checkbox. These are vanilla quests that I've added a fragment AND property assignment to within its dialogue. Shouldn't these quests show up in the 'show active forms' selection ? Or is this expected behavior ?
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