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[LE] Advanced Scripting help, please?


wilwhitt56

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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 by wilwhitt56
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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?

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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 undefined
C:\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__0507C122
Actor PlayerRef = Game.GetPlayer()
CGNPCAlisma.StartCombat(PlayerRef)
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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 by IsharaMeradin
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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!

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