surg23 Posted December 11, 2013 Share Posted December 11, 2013 Apologies for the vague title, but I'm not sure how to go about getting the Calibr Workbench quest script to display craftable items without having prerequisite materials. In the Calibr integrated into FWE some of the Ammo topics were broken and contained invalid conditions, I fixed it so that ammo is now craftable but won't appear in the topic unless you have materials for it. I was looking for a way to achieve this in the workbenchQuest but the item I am trying to fix shares the same conditions as items that display the topic/prompt correctly. In the Workbench quest script there is a topic to expand the item list which references CHammoUtilQuest for item categories. My guess is there is something in here I need to change, but don't quite understand the variables. short ishort nref itemref ammoset CHAmmoUtil.showAll to 0; Vanillaset CHAmmoUtil.showAmmo10mm to 0set CHAmmoUtil.showAmmo308Caliber to 0set CHAmmoUtil.showAmmo32Caliber to 0set CHAmmoUtil.showAmmo44magnum to 0set CHAmmoUtil.showAmmo556mm to 0set CHAmmoUtil.showAmmo5mm to 0set CHAmmoUtil.showAmmoBB to 0set CHAmmoUtil.showAmmoFatMan to 0set CHAmmoUtil.showAmmoMissile to 0set CHAmmoUtil.showAmmoShotgunShell to 0set CHAmmoUtil.showAmmoFlamerFuel to 0; CALIBRset CHAmmoUtil.showRifle762x51 to 0set CHAmmoUtil.showPistol45ACP to 0set CHAmmoUtil.showFO14mm to 0set CHAmmoUtil.showFO2mmEC to 0set CHAmmoUtil.showFOHNNeedler to 0set CHAmmoUtil.showRifle473x33caseless to 0; Energy Ammoset CHAmmoUtil.showAmmoSmallEnergyCell to 0set CHAmmoUtil.showAmmoElectronChargePack to 0set CHAmmoUtil.showAmmoMicroFusionCell to 0; Patch 4set CHAmmoUtil.showPistol9x19 to 0set CHAmmoUtil.showRifle3006 to 0set CHAmmoUtil.show40mmgrenade to 0set i to 0set n to player.getNumItemsLabel 1if i < n set item to player.getInventoryObject i if getType item == 40 set ammo to getWeaponAmmo item if ammo != 0 ; Vanilla Ammo if ammo == Ammo10mm set CHAmmoUtil.showAmmo10mm to 1 elseif ammo == Ammo308Caliber set CHAmmoUtil.showAmmo308Caliber to 1 elseif ammo == Ammo32Caliber set CHAmmoUtil.showAmmo32Caliber to 1 elseif ammo == Ammo44magnum set CHAmmoUtil.showAmmo44magnum to 1 elseif ammo == Ammo556mm set CHAmmoUtil.showAmmo556mm to 1 elseif ammo == Ammo5mm set CHAmmoUtil.showAmmo5mm to 1 elseif ammo == AmmoBB set CHAmmoUtil.showAmmoBB to 1 elseif ammo == AmmoFatMan set CHAmmoUtil.showAmmoFatMan to 1 elseif ammo == AmmoMissile set CHAmmoUtil.showAmmoMissile to 1 elseif ammo == AmmoShotgunShell set CHAmmoUtil.showAmmoShotgunShell to 1 elseif ammo == AmmoFlamerFuel set CHAmmoUtil.showAmmoFlamerFuel to 1 ; CALIBR Ammo elseif ammo == CALIBRxAmmoRifle762x51 set CHAmmoUtil.showRifle762x51 to 1 elseif ammo == CALIBRxAmmoPistol45ACP set CHAmmoUtil.showPistol45ACP to 1 elseif ammo == CALIBRxAmmoFO14mm set CHAmmoUtil.showFO14mm to 1 elseif ammo == CALIBRxAmmoFO2mmEC set CHAmmoUtil.showFO2mmEC to 1 elseif ammo == CALIBRxAmmoFOHNNeedler set CHAmmoUtil.showFOHNNeedler to 1 elseif ammo == CALIBRxAmmoRifle473x33caseless set CHAmmoUtil.showRifle473x33caseless to 1 ; Energy Ammo elseif ammo == AmmoSmallEnergyCell set CHAmmoUtil.showAmmoSmallEnergyCell to 1 elseif ammo == AmmoElectronChargePack set CHAmmoUtil.showAmmoElectronChargePack to 1 elseif ammo == AmmoMicroFusionCell set CHAmmoUtil.showAmmoMicroFusionCell to 1 ; Patch 4 elseif ammo == CALIBRxAmmoPistol9x19 set CHAmmoUtil.showPistol9x19 to 1 elseif ammo == CALIBRxAmmoRifle3006 set CHAmmoUtil.showRifle3006 to 1 elseif ammo == CALIBRxAmmo40mmgrenade set CHAmmoUtil.show40mmgrenade to 1 endif endif endif set i to i + 1 goto 1endif Where as only the green Items show without prerequisite materials in inventory. The Red items have or did have broken topics which I am in the process of fixing, but even the ones I have fixed won't display without the materials, specifically the Rifle3006 rounds. I have tried changing set CHAmmoUtil.showAll to 0 to set CHAmmoUtil.showAll to 1 but the script refuses to save and gives the error message: Default script compiler :line 42 [script command] label not found Now I am looking at set item to player.getInventoryObject i - Though I am just playing guessing games at the moment. Does anyone know what the problem could be here ? Link to comment Share on other sites More sharing options...
pkleiss Posted December 11, 2013 Share Posted December 11, 2013 Label is a FOSE construct. If the compiler doesn't recognize label, then FOSE must not be running. See this page for instruction on running FOSE with the GECK. Link to comment Share on other sites More sharing options...
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