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Randomly Enable/Disable Alias with Quest Script - Possible?


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Hello everyone!

I'm currently trying to make a basic Framework, My Goal is to a Quest to check Alias  and randomly Disable and Enable them at random times.  I also want The Quest to check to see if an Alias is enabled already and do nothing. Now I have an Idea how to do this , Something like: 

-Set Start Game Enabled

-Place Objects/NPC/Ref etc - But have them initially disabled

-Create the Alias , Check Initially disabled - This is to make sure Quest enables them later

- Write up the Script in Script tab, while referencing the Alias

The Script of course will use Global Variables to check time, but what not along with making sure the Alias is disabled/Dead before doing if anything. 

My Question is, is this possible to do?  Is there anything I'm missing before I get into this? It would probably be easier to make all these into activators but  since it's running in the background I think  Quest is better suited to handle this.

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yes BUT it is more set alias and clear alias

BTW even an Empty Alias is not NULL or None, it is still an alias object, you need to check if it is filled OK

alias.getReference is true 

BTW again NO you cannot have start enabled and Filled alias disabled, but they can empty waiting for you to filled them when you need it,

Else don't auto enable the quest, fill the alias, and then then start the quest when needed

either way code is involved and you may or not need a control quest has well

But you can set it to auto fill at the appropriate time with conditions as well

check the radio options in the Alias, you can only use one?

https://en.wikipedia.org/wiki/Radio_button

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3 hours ago, PeterMartyr said:

yes BUT it is more set alias and clear alias

BTW even an Empty Alias is not NULL or None, it is still an alias object, you need to check if it is filled OK

alias.getReference is true 

BTW again NO you cannot have start enabled and Filled alias disabled, but they can empty waiting for you to filled them when you need it,

Else don't auto enable the quest, fill the alias, and then then start the quest when needed

either way code is involved and you may or not need a control quest has well

But you can set it to auto fill at the appropriate time with conditions as well

check the radio options in the Alias, you can only use one?

https://en.wikipedia.org/wiki/Radio_button

 

Ahh, I see. That makes sense about the Alias.  I was wrong about the Alias usage then, I'm better off manually setting the references in the Quest Script in that case. My goal was to just have something working in the  background during gameplay and can be interacted with  if you come across it.  Best to have Start enabled and then just code the script in normally from there I bet. Thanks for clearing that up for me!

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19 hours ago, PeterMartyr said:

yes BUT it is more set alias and clear alias

BTW even an Empty Alias is not NULL or None, it is still an alias object, you need to check if it is filled OK

alias.getReference is true 

BTW again NO you cannot have start enabled and Filled alias disabled, but they can empty waiting for you to filled them when you need it,

Else don't auto enable the quest, fill the alias, and then then start the quest when needed

either way code is involved and you may or not need a control quest has well

But you can set it to auto fill at the appropriate time with conditions as well

check the radio options in the Alias, you can only use one?

https://en.wikipedia.org/wiki/Radio_button

1. You're unclear.

2. An empty alias will return none via GetReference(), furthermore the CK will display NONE for empty fill types.

3. You're unclear.

4. You're unclear.

5. OP wants to randomize alias enabling and it's not really that involved as it appears.

6. This you're right about and is a way around having to script randomization.

7. You linked to the wikipedia.

You so want to be the Skyrim's all knowing scripting guru that you trip over yourself with misinformation and badly explained information.

Please stop misleading people, or improve on your approach.

Edited by Evangela
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@Evangela  the OP generalise and I  generalise back, neither you or I have the requirements to give a concise reply, it was impossible to do so..  

I said 

Quote

alias.getReference is true 

so you said

Quote

 An empty alias will return none via GetReference(), furthermore the CK will display NONE for empty fill types.

;for actor types (ReferenceAlias)
If alias.getreference() as actor != none
	; is filled
else 
	;is empty
endif

If alias.getreference() as actor == none
	; is empty
else 
	;is filled
endif

are you sure?  PS I am ignoring CK I am aware it was a typo of some sort

Do you know how times I see this pointless code, and users calling it bugged [ if alias or if !alias ] Once created in the Kit how can it be a NULL? checking the Alias is pointless it is just a container that must exist, even if the container return true in your code. How do you know it is filled? 

The wikki, do you serious think the general public knows what radio button is?  Without seeing it?  NEXT the OP did not want random alias, they created the NPCs place them in the game. Either you or I are aware of the Quest Structure, so best not to guess what they are trying to achieve

Again I will stress, there was not enough info on the OP part, they generalised, I generalised back, the options are:

  1. Quest enabled checkbox
  2. Alias radio buttons options

plus filling in game with Papyrus.. That It, not a hard question or an essay? BTW I am not going to give advice on how to set or clear Alias with papyrus, since the OP has never written code. I could have sent them to CK Wikki and would have been blah blah blah to them.. some time generalise bullshite is the best option

PS don't throw stones...  

JUST IN CASE @ Casual Reader

alias can also be Locations and Objective References that are not Actors.... using my code above on them, may not be a good idea, just like ObjectReference code does work on Actors..  😉 you need to cast your code to what is filling it.

@Evangela happy now? I corrected both our mistakes Hee-Hee

@ Casual Reader

https://ck.uesp.net/wiki/Alias_Script

https://ck.uesp.net/wiki/ReferenceAlias_Script

https://ck.uesp.net/wiki/LocationAlias_Script

if your coding Actors, make sure to check the Parent Script for code you inherit

 

 

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