Jump to content

Mehra

Members
  • Posts

    50
  • Joined

  • Last visited

Nexus Mods Profile

About Mehra

Profile Fields

  • Country
    Canada
  • Currently Playing
    Stardew Valley
  • Favourite Game
    World of Warcraft

Mehra's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. After a long break from modding in general, I couldn't stay away. Now I am back and working on some Stardew Valley stuff. Nothing major, just making some unofficial updates for mods I really loved that have been outdated for a while. Currently working on rehauling the images for the Anthro/Furry community mods. I have 75% of the non-furry SVE portraits complete.
  2. Quest 5 has been completed. Quest 6 is starting now.
  3. Oh, I should have mentioned I already have a setstage in the result script box, but it the script still repeats. EDIT: Holy hotdog! I've got this whole thing taken care of! Thank you to everyone who has posted in this thread. I appreciate your patience and support throughout this learning process. If anyone has anything else to say or questions, feel free to post here or message me. Else, we can let this thread die for others who need more help. I'll come back to this forum if and when I need more advice. You all have been great, thank you again!
  4. Will do. I'll come back later with my results. Time for a little husband World of Warcraft time lol.
  5. Scriptname AAUnknownDreamtalk Begin Gamemode if (getstagedone AACaiusQuest5 10 == 1) && (player.getinworldspace AADagothUrIntroWorld == 1) StartConversation player endif end Is the script. (afk for a few minutes)
  6. Sorry about that. I have the script set that when the PC has a certain stage and in a certain cell, startconversation. And in my "topic" it only says once and initiates Goodbye. But even after the goodbye, the NPC tries to initiate conversation again. I'd like for him to only say it once, so my PC can teleport out, but I think that is part of the problem that is not allowing my PC to leave the area. I've tried to disable the NPC, tried remove, whatever, but it just tells me that it doesn't recognize my refID. But it's clearly a normal ID. It's confusing me lol. EDIT: Also, I cannot get the player recall to work in the way I want it to. If I can't figure it out, I have a workaround. The problem was, I had a Marker used for recall. But when playtesting this, the recall marker would appear NOT at the player's location, but at a weird location in my new worldspace. Maybe this is an issue with creating worldspaces? If I have to, my workaround is that I make the PC sleep in ONE specific area, and it DOES work there. Like, make the player sleep in the bed in the inn where it all begins. I wanted the PC to be able to sleep anywhere and complete this, but it seems to be glitching.
  7. Seem to have an issue with my NPC. I can't get him to stop conversation with my PC. Anything I can do to stop it after he speaks the needed lines? I think that is part of my issue in getting the rest of the commands to work.
  8. Thank you so much! I didn't realize it was so easy like that. I saw on the CS Wiki about using the return function, but had NO idea how to use it. I will try this and post back if I have to. Thanks!
  9. Problem is: someone please help me with a script to mark a player's current location, and an automatic recall to that position. Scenario is, player goes to sleep, journal update, player is woken up, transported to a "dream world", automatic coversation with npc, followed by a journal update, and then recalled to original sleeping area. I have everything but the mark/recall worked out. Thank you.
  10. Back again. Sorry lol. Rather learn this slowly than just expect someone to do the code for me. Ok, so I put the first three pos lines in. How do I affix them to the returning teleport?
  11. Ok. Noted. On another note, how can I get the player to teleport back to their original position? I'm reading the wiki, but it isn't making much sense to me.
  12. Gotcha. I thought as much. Although, I got it to work again. Hopefully, it doesn't trip out again, lest I have to comment the script. I don't see a function on the wiki to end conversation, do I need to do some intricate code to work around the constant start conversation? Something like, after the conversation/quest update, follow with a teleport out? And concerning the teleport out, how do I get the PC to return to their original position? I'll go check out the teleport recall page while I browse this thread. Also, still have that disableplayercontrol issue. Where in my code should that be? Very much thanks so far.
  13. I'm going to sound dumb, but I really don't understand what you just said. What exactly am I taking out? And where do these ";" go? Like ;Wakeuppc or ; wakeuppc? Or am I wrong? (it's alright if I am) You have to leave certain essential parts of it. So leave the 'scn xxx', the variable declarations, and the 'Begin...End' lines, and take out the rest. EDIT: Weird... I put the End Menumode back in and now it works. :\ Guess I'm back to finding a way to stop conversation, unless all I can do is just have the PC teleported out after the initial conversation.
  14. Oh I'm fine lol. Although I'm a bit fuming, I'm chill. I just hate bug squashing lol. Yargh... bugs. Oh, I also remembered, I tried to do that commenting thing you said to do, and when I did that, the game wouldn't recognize the script. Hrm... going back to try it again.
  15. Ugh, it worked twice in a row and then is now refusing to work. Crash on sleep, or doesn't register the script at all. What the crap? After trying five times, now the game is crashing on startup... Yup, my game and my really terrible excuse for a OS is what I want to blame, although I'm sure there's more at play.
×
×
  • Create New...