Jump to content

siashim

Premium Member
  • Posts

    8
  • Joined

  • Last visited

Everything posted by siashim

  1. Thanks, I was able to solve the issue. One of problem was that I was adding the ReferenceAlias script under the scripts, rather than to the specific alias. The other problem was that my alias was not filled with the player. I also had to remove fNewVersion, and instead change fVersion for every update. After fixing those issues I was able to make the quest work as intended. Thanks again for your help.
  2. Hello everyone! I am having some issues with OnPlayerLoadGame(). I followed the tutorial on creationkit.com complete sample scripts, but when I test the code in my game OnPlayerLoadGame() does not work. I have a quest with Start Game Enabled and Run Once activated. The quest contains two scripts one a quest script and another a ReferenceAlias script. Here are the scripts: Scriptname CRQC_VariableChangeScript extends Quest ; assigns property with CompanionsHousekeepingScript in order to change its local variables CompanionsHousekeepingScript Property CompanionsQuest Auto int C01Check int C03Check int C04Check Float fVersion Float fNewVersion = 2.0 Event OnInit() Maintenance(); EndEvent Function Maintenance() Debug.Notification("Maintenance...") if (fVersion < fNewVersion) Debug.Notification("inside if...") C01Check = 3 C03Check = 6 C04Check = 3 fVersion = fNewVersion EndIf Debug.Notification("function call") RadiantQuestChange() EndFunction ; changes local variables of CompanionsHousekeepingScript used by quest C00 Function RadiantQuestChange() Utility.Wait(2.0) CompanionsQuest.RadiantQuestsUntilC01 = C01Check Utility.Wait(2.0) CompanionsQuest.RadiantQuestsUntilC03 = C03Check Utility.Wait(2.0) CompanionsQuest.RadiantQuestsUntilC04 = C04Check Debug.Notification("function done") EndFunction Scriptname CRQC_PlayerAliasScript extends ReferenceAlias CRQC_VariableChangeScript Property QuestScript Auto Event OnPlayerLoadGame() Debug.Notification("in update") QuestScript.Maintenance() EndEvent The first time I load a save that does not have the quest loaded yet, the first script runs. But after I make a save again, and load the new save the second script never runs. This means that I can't update the variables. I also did test changing the version number, but that had no effect. I would appreciate any help with this.
  3. Thanks guys, as you mentioned the problem was that no quest was assigned to the property. I did need to change the property type to only quest for the the specific quest that I was looking for to show up in the list. Thanks again. Here is the corrected code: Scriptname ModCompanionsQuestReset extends Quest Quest property C00 auto Event OnInit() C00.Stop() Utility.Wait(10.0) Debug.Notification("ModCompanionsQuestReset is initialized") EndEvent
  4. I'm not sure how to check to see if the property is filled with quest. Do I just output the value for the property to see if it's not NULL?
  5. Doing that did not stop the C00 quest. Sqv command shows the state as running.
  6. Hey everyone! I'm having an issue with a script I'm trying to run. I searched for running a script once, and from what I found out, the best way to this is to run the script as quest. So I followed the tutorials(created a quest, added the script to the quest, and so on), but after testing it seems like the script doesn't work. I do get the debug message, but the script doesn't do what is suppose to. Here is my script: Scriptname ModCompanionsQuestReset extends Quest CompanionsStoryQuest property C00 auto Event OnInit() C00.Stop() Utility.Wait(10.0) Debug.Notification("ModCompanionsQuestReset is initialized") EndEvent I would appreciate any help with this.
  7. Hey! I've been following this topic for a while now, and I'm really excited for the release. I have a quick question. How does biting work for a none stealth character? Is it possible for me to get to the sire stage with my warrior? Thanks for making this mod.
×
×
  • Create New...