biostrange Posted March 27, 2009 Share Posted March 27, 2009 I'm slightly new at Scripting the world of oblivion (but not scripting in general), and I was looking to script a quest start that just more or less dropped the note into the player's inventory (Like in the Official DLCs). I got the script all figured out, but for some blasted reason, it won't run. Other aspects of the plugin works (Such as two doors I set up to test).This Is An Example Of My Script: scriptname 001script begin gamemode if (player.isincombat == 0) && (getstage charactergen >= 88) message "You've Recieved A Strange Letter" player.additem 001letter stopquest 001quest returnendifend----------I believe the quest is set up properly too. Specs: Oblivion + SI, latest patches+ Unofficial PatchesLatest OBSE (Whatever Version That Is)Latest COBL (If it really Matters)Mod is set to the bottom of the load order via OBMM-------------------------------------------------------------If any more info is needed, I'll be more than happy to provide. Link to comment Share on other sites More sharing options...
Maigrets Posted March 27, 2009 Share Posted March 27, 2009 If you feel like it you could download my Sher Ja Mountain Lion Mod and check out the quest and scripts. It's only an esp, no meshes and textures. Everything in the mod is under the prefix AA. example..AASherJaNoteScript etc. It does what you are asking. I haven't added the first line to mine - if (player.isincombat == 0) && (getstage charactergen >= 88) I probably should have but I didn't think about it at the time. But it all works exactly as it should. The actual note has the script that tells it to be added to the player inventory at game load. You should add the message to that script not the quest script which is used only to start the quest. This is the Object script for the note. scn AASherJaNoteScriptbegin onAdd PlayerSetStage AAsherJaQuest 10end You need to add Stopquest and SetStage etc to the quest data result area of the quest page. Like this: StartQuest AAsherJaQuestSetStage AASherJaQuest 10Player.additem AASherJaNote 1StopQuest AASherJaQuest This was my first mod and I used to take screen shots of everything like scripts and spells etc and I have just had an embarrassing moment. :wallbash: I checked the screen shots and the quest script name has a spelling error. It doesn't affect it though. This is the Quest Start Script - spelling error corrected. :blush: scn AASherJaQuestScript begin GameMode if GetStage AAsherJaQuest < 10 SetStage AASherJaQuest 10 endifend Sher Jahttp://www.tesnexus.com/downloads/file.php?id=18063 Anyway, if that hasn't totally confused you, it's just an option. Otherwise someone else may want to explain in greater detail. :smile: Link to comment Share on other sites More sharing options...
biostrange Posted March 27, 2009 Author Share Posted March 27, 2009 Thanks for the respond, sorry I'm a little late, I appreciate the help, I'll try out the script today and I'll post the results. The wierd thing is that The script works on the other mods, but not this one, maybe I just need to make another fresh start :) Link to comment Share on other sites More sharing options...
biostrange Posted March 27, 2009 Author Share Posted March 27, 2009 Awesome! So far works Like a Charm! I didn't bother to add the script to the note, all that it looked like was that once opened, it set the stage to what it already was, right? (Or did I miss something Important?) Any ways, this mod is for pricvate use only, but any mod that I do Release will credit you if this method is used, Thanks A LOT! Link to comment Share on other sites More sharing options...
Maigrets Posted March 28, 2009 Share Posted March 28, 2009 Awesome! So far works Like a Charm! I didn't bother to add the script to the note, all that it looked like was that once opened, it set the stage to what it already was, right? (Or did I miss something Important?) Any ways, this mod is for pricvate use only, but any mod that I do Release will credit you if this method is used, Thanks A LOT! No problem. I'm glad it worked. :smile: I originally got that info from the CS Wiki, and yes once the note is opened it sets the quest stage if you have added that script to it. Link to comment Share on other sites More sharing options...
biostrange Posted March 28, 2009 Author Share Posted March 28, 2009 Its funny, as soon as I got that mod working, the other mod kicked in... :wallbash: I mean seriously... What The Heck!!! Oh well, got rid of all instrances of the same stuff in the other .esp and kept them seperate. Thanks again. Link to comment Share on other sites More sharing options...
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