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LoopyNoopy

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  1. yes I am, I put a debug.messagebox before the it statement and that fired so it's clear that the bool isn't being changed. kmyQuest.LNIsInVIPRoom == true kmyQuest.LNPlayerNMagnoliaVIPRoomConvince() that is the fragment in question, I know this runs because that function runs every time. Am I using too many equals signs? :P
  2. Hello! I have a script fragment that runs at the end of a scene. This script will run 1 of 2 functions that are set in a quest script, the problem I'm having is it doesn't run this If Statement: If (kmyQuest.LNIsInVIPRoom == true) debug.MessageBox("Leaving VIP Room") kmyQuest.LNPlayerNMagnoliaVIPRoomLeave() ElseIf (kmyQuest.LNIsInHotelRoom == true) debug.MessageBox("Leaving Hotel Room") kmyQuest.LNPlayerNMagnoliaHotelRoomLeave() EndIf LNIsInVIPRoom and LNIsInHotelRoom are Bool properties. Which are set to true on a different events. Is there any logic as to why this is being ignored? Even when I know that LNIsInVIPRoom has been set to true in a previous fragment?
  3. Thank you that compiled! Out of curiosity what was the problem with my event?
  4. Heyas, I'm trying to write a script on a magic effect so when it finished it starts a scene I've created. But the Creation Kit throws this error at me: This is the script: Scriptname LoopyNoopysScripts:LNPiperCompanionTimerMEScript extends activemagiceffect Conditional Actor Property LNPlayerREF Auto Conditional Event OnEffectFinish(Actor LNPlayerREF) LNPiperLeaveForMagScene.Start() EndEvent Scene Property LNPiperLeaveForMagScene Auto Conditional My question is why is this script giving me that error and how can I fix it?
  5. http://www.nexusmods.com/fallout4/mods/16840/? I haven't done the cooldown yet!
  6. I have a script where I'm trying to get a list of actors into groups of 2 or 3. I'm using a LockList to keep a record of all of the actors that are currently in the cell. But when I try to add the actors from the formlist into an array, then compile it an error occurs: only arrarys can be indexed. Implying that formlist can't is there a way to get around this error? I thought about using the OnCellLoad command to list every actor currently loaded into the cell but that command only works half of the time.
  7. Either it's an unsolvable question or no one knows how to fix it
  8. I am trying to make NPC's that when given a dialogue option, will follow a AI package. I have 10 options for what they can do and each option does work. But the problem I'm having is making the NPC change what they are doing. In the quest itself I have 10 stages(one for each option, going up in 10's), the quest stage will advance when I chose an option which changes the quest stage to a higher option. But it will not lower the quest stage. I do have the repeated stages ticked, and run only once un-ticked. Is there a way to fix this problem?
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