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YaBoyChrisB

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Everything posted by YaBoyChrisB

  1. Awesome! Thanks man. I'll be sure to check it out. Most of my modding experience is with levels and quests so anything beyond that in papyrus tends to go over my head. Thank you for your help!
  2. Gotcha! I was thinking something along those lines. So would the quest just needs scripts, or would I have to set some things in the Stages tab? Like conditionals and such. I'm assuming I could have multiple scripts in one quest. I also got my initial OnLoad attempt working by playing with the values of the global variable. It works as intended but it doesn't seem like the cleanest method, so thanks for filling me in on this one!
  3. So I have a script in one ESP that's listening for something in the ESM to change, then when another script in a different ESP triggers that ESM to change, that first ESP script will notice and then complete its task? That's along the lines of what I'm trying to do
  4. The ESM is meant to hold the variables, the ESPs are connected to the ESM. I have seperate ESPs so I can make mulitple mods connected to the same ESM so they can communicate when the player makes different choices. I tried OnLoad to trigger the table script, it compiled but nothing happened. I then tried OnPlayerLoadGame but kept getting the compile error that the script wasn't flagged as native, which I don't know how to do.
  5. Okay so what I'm basically trying to do is create my own version of the SomeGuySeries. I've been sitting on a mod series for awhile and recently got the itch to make some more and want to have an intertwining series of mods. So for this test, I have my ESM and two ESPs. The ESM holds a GlobalVariable set at 0. In ESP1, there's an actor in a cell with a script attached it him, when he dies his script is meant to change the ESMs GlobalVariable to 1. In ESP2, there's a static table (initially disabled) in a cell, and it has a script attached to it that's supposed to enable it when the ESMs GlobalVariable is set to 1. I'm trying to set this up so that, in future mods, I can have an event where the player makes a choice in a quest, and then in a different mod there's a reaction to that choice.
  6. OH! Yeah sorry I've been out of the CK for awhile now and some things have escaped me. it's a STAT.
  7. Could you show me an example? I've tried triggering with an event but it says that it can't be defined because the script isn't native. Thanks for the reply though!
  8. Hi, So I'm working on some test scripts for a new mod project and I've run into some scripting issues. Now, I'm definitely not the best when it comes to scripting so I could use some help here. Basically, I'm trying to use global variables in an esm to connect choices made in different esp files. The test I have setup is simply kill npc in first esp>enable table in second esp. There's a script connected to the npc that's a simple OnDeath event that changes the global variables' value on death, then the table has a script that's meant to enable the table when it reads that the global variable value has changed. Here's the npc's script that (at least to my knowledge) works fine: Scriptname NPCTestScript extends Actor Const GlobalVariable Property GlobalTest Auto Const Actor Property TestNPC Auto Const Event OnDeath(Actor akKiller) if (akKiller == Game.GetPlayer()) GlobalTest.SetValue(1) endif EndEvent Here's the table script. It gives me an error saying "missing EndOfFile at 'if'" when I compile: Scriptname TableTestScript extends ObjectReference Const ObjectReference Property TestTable Auto Const GlobalVariable Property GlobalTest Auto Const if GlobalTest.GetValue()==1 TestTable.enable() endif Like I said, I'm not the best with scripting so any help would be much appreciated!
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