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nakednohman

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Everything posted by nakednohman

  1.  Hi, I have two questions about quest aliases. I have been told that setting an actor as a specific reference in an alias puts a load on the game because it is always loaded. I did not worry about this issue as I thought the alias would be deleted after the quest was completed, but after the quest was completed I checked with the console command showquestaliases and noticed that the actor was still assigned to the alias. Should I set up a papyrus fragment to clear the alias when the quest is completed? Second question. I have added some new aliases to Quest in an update after the creation of my mod. However, these Aliases are NONE, which I understand is the correct behaviour, as I believe that Aliases are filled when Quest is started. Is there any other way to force these Aliases to be set other than running "StopQuest and StartQuest" or "ClearQuestAliases and SetQuestAliases" in the Console command? Thanks for support. Sorry if this text is wrong due to machine translation
  2. Thank you for teaching me! I still didn't know how to use none lol. I intend to use this script for my own home, so I don't see a problem with OnLoad. Players are not in their house when they complete a quest stage.
  3. Thanks!For ease of explanation, I said activator, but it is actually a Static object. This script enables the Static object once the quest is completed.I was thinking of attaching a script to the xmarker to enable the Static object at the same time using "enable parent".But thanks to your post, I realized that there is a way to delete the xmarker with the script attached after enables the Static object using "LinkedRef". Quest Property anyQuest Auto int Property anyStage Auto Message Property EnableAchiveMessage Auto bool Property bStageMustBeDone = false Auto {false by default if true, look for GetStageDone anyStage if false, look for GetStage >= anyStage} ObjectReference myLinkedRef auto State waiting event OnLoad() myLinkedRef = GetLinkedRef() as ObjectReference if (bStageMustBeDone && anyQuest.GetStageDone(anyStage)) || (!bStageMustBeDone && anyQuest.GetStage() >= anyStage) gotoState("done") myLinkedRef.enable() self.Delete() self = None EnableAchiveMessage.Show() endif endEvent endState state done ; do nothing ; note: if ref is reenabled after this state is set, this script will not redisable it endState ah, self = None part could be wrong. I'm not sure if this part runs correctly as I'm writing this part myself.
  4. Thank you for the answer! I want to prevent the script from running so that it does not affect performance, so the state method may not be appropriate. I am planning two other methods: attach the script to the trigger box and do disable and none to the trigger box at the end of Event, and attach the script to the dialog of the quest.
  5. Hello, i have a quetion Does the STATE status of Papyrus reset on respawn? I want to create an activator that will never work again with that saved data once it gets to the "DO NOTHING" STATE.
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