masternoxx Posted January 11, 2019 Share Posted January 11, 2019 (edited) I'm going to chime in here, in case someone reads this for help. I just spent nearly ALL DAY working on a very similar script, and finally got it to work with the help of this thread. The way it is done in the construction set makes almost no sense at all. First you are going to go into the quest conversation that you want to edit and make note of the script name on the particular line of dialoge that you want it to activate. Then youre going to go into skyrim/data/scripts/source dir and make a backup of that file, because it will get modified. These script files come with the construction set. The correct solution was said by xander9009. Add your script in the Begin and End Boxes. Comment out any lines with Gold001. Compile it. Now right click on script name and select properties. Add miscItem Gold001 exactly as he discribed.. you MUST type in Gold001 because the drop down menu does not work otherwise. Re-select it and auto-fill to be sure. make sure to click OK and not cancel at all steps. Now you can look at your script source and you will see it has added the line MiscItem Property Gold001 Auto. Why not edit the script that way by going into script source? Because if you do the "fragments" will not attach which are the boxes at the bottom left say begin and end. Begin will fire when he starts saying the line and end will fire after. They are the actions that are the whole point of this. At this point uncomment Gold001 and compile. if you added begin fragment go into that, if not go into end fragment. Click advanced tab. At this point if your script compiles and you are done, you need to rename the script. Click rename on advanced tab. Name it something like aa_newscript01. Save. Remove the "tif_xxxx" file. I suggest that now you save and exit out of the editor (highlight script and push Enter). You conversation line should have an asterisk in front now. Now you have to go back in and fix the fragments. If you made a begin script, go to advanced see if it is attached, at this point basically you have make sure it is cleared from the old TIF_xxxx script, you may have to use delete then regenerate, you may have to re-delete the TIF_ script from the right. Once you click regenerate it will assign some fragment number hopefully attached to the aa_newscript01. Now you have to go into End script and do the same thing. On the End script you need to make sure the fragment number is higher than the begin script, click regenerate until it is. Now save and exit editor, now when you go into the conversation right click on aa_newscript01 if you have done everything correctly you will see your begin and end fragments have been auto-inserted into your new script! Yes you have done it! JFC -Also, and I maybe wrong about this, if you want your mod to work when you save or redistribute it, I believe you must include the aa_newscript01.pex file that has been generated in your skyrim\data\scripts folder... I would probably backup that and also the newscript_01 file int the source dir as well. Before every single big change such as this, make a new backup of your mod, because its super easy to ruin your mod permanently. Edited January 11, 2019 by masternoxx Link to comment Share on other sites More sharing options...
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