wilwhitt56 Posted September 24, 2022 Author Share Posted September 24, 2022 (edited) I don't see anything wrong. But I haven't worked with the OnDying event so I cannot say if there are situations that would prevent it from running.well that's good, but what about the dialogue thing I found? Could that be the issue I'm having? Edited September 25, 2022 by wilwhitt56 Link to comment Share on other sites More sharing options...
wilwhitt56 Posted September 25, 2022 Author Share Posted September 25, 2022 I don't see anything wrong. But I haven't worked with the OnDying event so I cannot say if there are situations that would prevent it from running.well that's good, but what about the dialogue thing I found? Could that be the issue I'm having? Script's working! Now that leaves the Dialogue issue I tried to show. As mentioned, I saw that for some reason the dialogue for the Riften guard that tries to shake you down was connected to her dialogue. Do you think that could be causing the problem? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 25, 2022 Share Posted September 25, 2022 Possibly. I honestly have no idea. Dialog was never my strong suit. Link to comment Share on other sites More sharing options...
wilwhitt56 Posted September 28, 2022 Author Share Posted September 28, 2022 (edited) Possibly. I honestly have no idea. Dialog was never my strong suit. Ok, so I got the dialogue working again. Now I want to make ABSOLUTELY SURE: This one correct? Edited September 28, 2022 by wilwhitt56 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 28, 2022 Share Posted September 28, 2022 I would think, but like I said, dialog was never my strong suit. I'd check with others first to be sure that you are doing the correct thing. Link to comment Share on other sites More sharing options...
wilwhitt56 Posted September 29, 2022 Author Share Posted September 29, 2022 I would think, but like I said, dialog was never my strong suit. I'd check with others first to be sure that you are doing the correct thing.hmmm, I tried placing it in that spot, but it's giving me this back:C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0507C122.psc(11,0): variable CGNPCAlisma is undefinedC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0507C122.psc(11,12): none is not a known user-defined type This is what I put in:;Function TIF__0507C122Actor PlayerRef = Game.GetPlayer()CGNPCAlisma.StartCombat(PlayerRef) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 29, 2022 Share Posted September 29, 2022 (edited) CGNPCAlisma is undefined. Since this is a script fragment, the property needs to be created first before you add the variable into the code. And the script needs to be present before the property can be added. Thus the workflow is as follows: In the fragment block enter a single semi-colon (;) and then compile the fragment. This will cause the CK to create the TIF script if it does not exist. If it does, it will append the script fragment function block to the TIF script. After that close the topic info record and re-open it. This is to ensure that the CK updates the UI with the now existing TIF script. Use the properties button to bring up the properties window and add a the new property (some record types may hide the properties button inside the advanced tab). Once the property is added, change the fragment code to reflect what you want it to be. Compile, save the plugin and test in the game. Edited September 29, 2022 by IsharaMeradin Link to comment Share on other sites More sharing options...
wilwhitt56 Posted September 29, 2022 Author Share Posted September 29, 2022 CGNPCAlisma is undefined. Since this is a script fragment, the property needs to be created first before you add the variable into the code. And the script needs to be present before the property can be added. Thus the workflow is as follows: In the fragment block enter a single semi-colon ( :wink: and then compile the fragment. This will cause the CK to create the TIF script if it does not exist. If it does, it will append the script fragment function block to the TIF script. After that close the topic info record and re-open it. This is to ensure that the CK updates the UI with the now existing TIF script. Use the properties button to bring up the properties window and add a the new property (some record types may hide the properties button inside the advanced tab). Once the property is added, change the fragment code to reflect what you want it to be. Compile, save the plugin and test in the game.IT WORKED!!! Bless you, my guy! Thank you so much! Link to comment Share on other sites More sharing options...
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