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Everything posted by SantaMatt
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SSE Scripts compile but don't work
SantaMatt replied to SantaMatt's topic in Skyrim's Creation Kit and Modders
No, I'm attaching it to the base. I'll try to attach it to the reference. Also, I have not been able to get the log to work. I set the flags in the preferences.ini and custom.ini. Where do the logs appear now? Used to be "\Documents\MyGames\SkyrimSE\Logs. Has that changed? -
So, I'm back into Skyrim SE modding. Downloaded the new creation kit and papyrus compiler. Finally got the compiler to compile without failure but when attached to an object don't work. I'm trying to make a simple object that the player activates/uses and it teleports, move to, the player to another room. Simple right? I have made a door, an activator and a misc item. I have tried the following scripts on all of them. The compiler does not fail on any of the scripts and you can see the prompt when you hover oer the object but when you click/activate them nothing happens except the door which toggles between openn and close but doesn't fire the script. Here are the scripts I've tried: Scriptname ttGrdLvlEnt extends ObjectReference ObjectReference Property tMarker Auto Event OnActivate(objectreference akActionRef)debug.Trace("Entering Tower")Debug.MessageBox("Entering Tower")akActionRef.MoveTo(tMarker)EndEvent Event OnTrigger(objectreference akActionRef)debug.Trace("Entering Tower")Debug.MessageBox("Entering Tower")akActionRef.MoveTo(tMarker)EndEvent Event OnOpen(objectreference akActionRef)debug.Trace("Entering Tower")Debug.MessageBox("Entering Tower")akActionRef.MoveTo(tMarker)EndEvent The header and one of the on event clusters no combination works. Any help would be appreciated.
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Problem with quest start
SantaMatt replied to SantaMatt's topic in Fallout 4's Creation Kit and Modders
OK, got past that. Stopped using the trigger box and put the script on the onOpen event of the door. -
Problem with quest start
SantaMatt replied to SantaMatt's topic in Fallout 4's Creation Kit and Modders
This is not as easy as I thought. I'm doing something wrong. Here is what I have: New Quest Stage 10 - initialize quest and set stage and objective to 20 when holotape is pickedt up. - Works fine Stage 20 - Go to library Stage 30 - check terminal on second floor When we arrive at the library we have started the quest and set stage to 20, objective to 20 and set the target to the a map marker just outside the door. So far everything is good. Just inside the door is a trigger box with this script: Quest Property Orb Auto Const Mandatory Event OnTriggerEnter(ObjectReference akActionRef)debug.trace("Acquire Quest At library")if (Orb.GetStage()< 30)Orb.SetObjectiveCompleted(20,1)Orb.SetStage(30)Orb.SetObjectiveDisplayed(30)EndIfEndEvent Primitive settings: Box, L_TRIGGER Enter room, kill synth, walk through trigger box . . . nothing. Doesn't even show up in the log. I've tried several different collision layers, none work. I've used trigger boxes like this in other places and they work fine. What am I missing? Feeling like a total noob. -
Problem with quest start
SantaMatt replied to SantaMatt's topic in Fallout 4's Creation Kit and Modders
I like the idea of a quest with a script of functions instead of fragments. Tie the functions to the events involved in the objectives and then have the function advance the quest stage. I assume that is what you were refering to above. Picking up a holotape triggers a script to start the quest so changing it to the new quest should be clean.Then just leave the busted quest there but never called. Probably still need some aliases for quest targets but everything else should be able to be handled by script functions. Your thoughts? -
Problem with quest start
SantaMatt replied to SantaMatt's topic in Fallout 4's Creation Kit and Modders
Using FO4Edit I found an extra property in the script fragment for the quest. I looked in the source psc file and the property is not there. So, I deleted the pex file and recompiled it in Creation kit. Reopened the mod in FO4Edit and the property is still there. Any ideas on how to remove this property? Also, that script is not in the BA2 file, so it must be in the esp file? The quest has 17 stages, 15 objectives and 18 aliases. I would rather not rebuild it. But if I can't remove that property I am guessing that is the next step. Please let me know your thoughts. Thanks yet again. -
Problem with quest start
SantaMatt replied to SantaMatt's topic in Fallout 4's Creation Kit and Modders
OK, we make progress. First all of the aliases were already set to Optional. I added a script onInit to the quest with "Debug.Trace(OSAA.GetAlias(6))" for each alias. I now get a a warning in the script log "[04/06/2022 - 09:11:47AM] warning: Property Alias_FirstRemoteHolotape on script Fragments:Quests:QF_OrbitalStationAcquire_01008EBA attached to OrbitalStationAcquire (4F008EBA) cannot be initialized because the script no longer contains that property" I can not find that alias anywhere. Not in any quest or quest fragment. I even did a global search for FirstRemoteHolotape. At one time I had an MCM menu to skip the quest and just get the orbital station but all of that has been removed. Maybe there is some kind of orphan record left behind? As for the esp/esl issue, let me clarify. The original version 1 of Orbital Station had no quest you just made a holotape at a chem station and you had it. All of the resource names started with OrbitalStation to make it easy to find things. When I made version 2 I added the quest and changed the esp to SpacePort but the mod is still called Orbital Station. All of the new resources were named beginning with SpacePort, again for organizational reasons. Version 2 still had the MCM entries and came in two versions a basic version and one requiring all DLCs. Version 3 added some additional quests and world spaces and requires all DLCs there is no basic non DLC in version 3. So, there is no esl for this mod. Would it be better to completely remove the Orbital Station Acquire quest and make a new quest under a different name? It would be a lot of work but if will fix this I will do it. And thank you for your help so far. -
OK, first post here for me. I have a mod called Orbital Station although the esp file is called SpacePort. It is a settlement/player home mod. To start the quest to acquire Orbital Station you pick up a holotape note in the Diamond City Science Center. There is a script attached to the holotape that starts the quest OrbitalStationAcquire. 99% of the people running the mod it works fine. If I load it, either manually or using MO2, it works fine for me. But that 1% can not get the quest to start, not even by using the start quest command at the console. I do have a debug line in the script so I can see if it runs, which it does. I imagine I have something set wrong in the quest itself but I am at a loss as to what is wrong. Is there a modder out there willing to take a quick look at the mod to see if they can figure it out? Thanks in advance, Santa Matt