PuceMooose Posted March 1, 2009 Share Posted March 1, 2009 Hello, I'm working on a mod that I'd like to kick off by having the player find a note (regardless of their current position). I'm trying to get a script/quest that runs which will add a note to the player's inventory if that note has not been added already. I've made a quest (yourQuest) with 'start game enabled' checked and a priority of 70. It is set to call my script. Here's the script code: Scn yourQuestAddItemsScr Begin gameMode if player.gethasnote PMTigerQuestStart1 == 0 player.addnote PMTigerQuestStart1 stopquest yourQuest endif End I don't get any errors, but nothing happens; no note is added. Thanks for ideas. Edit: Whoops, this should have been in Troubleshooting most likely. Sorry. Link to comment Share on other sites More sharing options...
Cipscis Posted March 1, 2009 Share Posted March 1, 2009 That script looks just fine, so it's probably not running at all. Make sure that it's correctly attached to a quest and, most importantly, that the quest is running. To set the quest to run by default, tick the "Start Game Enabled" checkbox. Cipscis Link to comment Share on other sites More sharing options...
PuceMooose Posted March 1, 2009 Author Share Posted March 1, 2009 Thanks for the reply Cipscis. I thought it looked okay too; I just can't seem to get it to run or well.. do anything. Here's a shot of pretty much the entire quest; please note that I added nothing at all to the Quest Stages, Quest Objectives, Topics, Conversation, Combat, Detection, Service, Radio, Misc, or Dialogue Tree sections. I wonder if there's something in one of those tabs I need to flag? http://www.pucemoose.com/pics/m1.jpg Link to comment Share on other sites More sharing options...
sumoftwosins Posted March 1, 2009 Share Posted March 1, 2009 You can add: ShowMessage "Whatever" in your script at different places to see if it is running. You can add an else to your if to send a message if you note variable fails. Also try it without the "player." part. Just use AddNote NotesRef. I think the function is an automatic for the player. Same with getHasNote. Link to comment Share on other sites More sharing options...
Cipscis Posted March 1, 2009 Share Posted March 1, 2009 Actually, come to think of it, that's probably the issue. AddNote is not a reference function, it's a player function, so treating it as one by using reference syntax probably isn't the best idea. Try doing what sumoftwosins has suggested and remove the reference syntax from AddNote. Cipscis Link to comment Share on other sites More sharing options...
PuceMooose Posted March 1, 2009 Author Share Posted March 1, 2009 Hmm, I wonder if my GECK/Fallout installation is corrupt. The GECK was acting a bit slow, so I closed it down and reopened it. After re-launching it, I noticed that I can't scroll past the R's in the scripts option. I can still see all of the scripts if I go to the Scripts section, but I can't select them in the Quest section. Reinstalling GECK has proven to be no help. I can still see all of the scripts below R if I go into the Scripts section. http://www.pucemoose.com/pics/aaaa.jpg Should I try to reinstall Fallout? Link to comment Share on other sites More sharing options...
Cipscis Posted March 1, 2009 Share Posted March 1, 2009 Only scripts of type "Quest" will appear there. There aren't any Quest Scripts in Fallout3.esm that start with a letter later than "R" in the alphabet. Cipscis Link to comment Share on other sites More sharing options...
PuceMooose Posted March 1, 2009 Author Share Posted March 1, 2009 Ah, I jumped the gun a bit there. I saw that it ended in 'R' and not 'Z' and panicked. I'll keep playing around with it and see if I can get it to function properly. Also try it without the "player." part. Just use AddNote NotesRef. I think the function is an automatic for the player. Same with getHasNote. HOT DOG! I think that was it. It seems to be working now. Thanks again for the help! Kudos! It's been a good Fallout 3 modding night for me. Got this script working (thanks to the help) and got my texture mod to work for a new poster I made. Fun! http://www.pucemoose.com/pics/ccc1.jpg Link to comment Share on other sites More sharing options...
sumoftwosins Posted March 1, 2009 Share Posted March 1, 2009 Fantastic. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.