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SameOldBard

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Everything posted by SameOldBard

  1. Ok. So a learning from that is to avoid using CONST on the Auto Properties to avoid such issue. Great, thanks about that. I implemented those things. A question though, do I need to call both Disable and Delete or Delete only should be enough? Regarding the first question, do you guys know of a way around it? Thanks!
  2. Hey there, I got 2 questions regarding some recent things I'm dealing with. The first: I have a struct array which holds a Cell field. It works fine for my needs but now I am getting an error like: cannot be bound because <SomeFormID> is not the right type. It only happens when I use the DiamondCityEntrance as a reference, but not with DiamondCityOrigin for example, or any other cell I tried. I know DiamondCity is in a different world space, but both Origin and Entrance are there. Anyone knows why is that so and if is there something I can do about it? Or should I just ignore the warning message and check if it behaves as expected in my mod? (I got no other error or warning) The second: I've written the Uninstall code to remove my mod if the user so decides. On it I've unregistered to any events, stopped any timers, removed inventory event filters. Should I do anything else? I checked with ReSaver and what it does find after removing my mod is some Unattached Instances. Anything else I am missing? Should I clear aliases that I forced a reference to or something? Thanks, SameOldBard.
  3. Hmm. It kinda did work. Any option which would still have it with it's own quest title? I just tried Side Quest but it seemed to have the same behaviour as a NONE type. =/
  4. Hey there, I searched and could not find an answer to this. Is there a way to start a quest, show the objectives on the map, have the quest in the data/journal but avoid showing the popup/sound warning about the new quest? I know this is a bit odd, but it could help on the mod I am doing. Any ideas / possible tricks? Thanks, SameOldBard.
  5. Wow! Awesome video! That would have saved me so much trouble about a month ago. I am a complete noob on modding. I tried your approach yesterday and today with some variations. The issue remais the same to me. As I fill up the reference dynamically and I have no idea which object will be used, I cannot hard code a name. What I do have is the Form reference in a struct array. What I do is, I check if the object I want to Force the ref to in the alias is loaded. If it cannot be found, I create a placeholder and position it where the expected object it. Then I force it into the reference alias. The issue is, by using your approach, or just setting a Display Text in the Quest Objective with a "Find <Alias=AliasName>", I still get the same, which is the placeholder name. That is why I was trying to use the SetName. But, from what I read SetName only seems to work on base objects and changes the name for all objects in the world, which is not what I need. I need to create those placeholders and have the question showing the name of the Form, not the name of the placeholder itself. But it seems that there is no way to do that. As for why I am doing it like that. It is so I have no cell edits. Thanks for all the trouble you've been through so far. I learned a lot in those 11 minutes of video. Cheers, SameOldBard
  6. function GetReference(QuestObjective objective, ObjectiveTarget target) objRef = ResolvePlaceholder(objective, target, name) ; More non important stuff being done endFunction ObjectReference function ResolvePlaceholder(QuestObjective objective, ObjectiveTarget target) ObjectReference placeholder = _playerReference.PlaceAtMe(ObjectivePlaceholder, 1, true, true) if(placeholder == NONE) Trace("CreatePlaceholder - Could not create the Placeholder!!!") else placeholder.SetName(target.FormID.GetName()) placeholder.SetPosition(target.X, target.Y, target.Z) endif return placeholder endFunction Here a piece of the code to help understand it
  7. All check. Again the issue is that I am instantiating a placeholder which name is not the same as the form I have a reference to. I feel up the ReferenceAlias dynamically because I don't want any cell edit. My goal is to somehow set the text to use the form name. I tried that by using SetName in the placeholder. But SetName does not seem to work, as I still get the placeholder name in the objective title. But I could not set the Form Name or Display name to to the objective. I checked the Text Replacement page a good many times and found no way I can do that without the ObjectReference already having the proper name.
  8. So, Regarding #2, it did not work, the object which I do instantiate with the PlaceAtMe, is a placeholder, that is why I need to SetName to it (which does not seem to work). I had tried before the Text Replacement on the objective Display Text by using the <Alias.CurrentName=Aliasxx> and it was still showing the placeholder default name. Which is a very bad name for a quest marker hehe. Any idea why it is not working? I only Start the quest once I had the placeholder processed and the SetName is done. Still it does not work. I'm at a loss regarding this. I can set the names myself, but it might take a while.
  9. Hi DieFeM, thanks for replying! So, regarding #1, I have already the Form in a struct, so I was trying to avoid the need for the Perk pair by hoping that the Book object would hold a reference somewhere to the Perk, as at least in CK it does have the reference in there. For #2, the display name seems like a really good option, I will give it a try, as I do have the Form at hand and could dynamically set the value if it allows me to do the TextReplacement for that specific case. I will give it a try. Thanks again for the great reply and really useful code examples (I had no idea about the FindStruct, I've been parsing through my structs with the good old while(), this should save me a bunch of code) Cheers, SameOldBard
  10. Hi, I searched for this but I could not find a proper answer. I have two questions: 1: I need to find out through script if the player already has a perk given by a book (a perk magazine). I know I can use the HasPerk(perk) method to check if the player does have it. The issue I have is about how to figure out which Perk is associated with said Magazine. Any clues on how to get that info? 2: I tried to call SetName (sorry for the wrong value on the topic name) on a ObjectReference from a PlaceAtMe call which later I set through a ForceRefTo on an AliasReference so I can get a proper name at the Objective but so far it does not seem to be working. The text option in the Alias Reference are properly set and it does get the default name of the object that instantiated. What am doing wrong? Thanks, SameOldBard.
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