h4n4 Posted July 25, 2014 Share Posted July 25, 2014 (edited) Hey. I wanan print out the actors name (or targets name or what ever) but i cant find out how? can someone post a quick example? i have a small script ( asumed the syntax from my prior work with jscript...) that give me "akTarget is [" and "akCaster is [" i asume these are arrays or something?^^ Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Notification("akTarget is "+akTarget) Debug.Notification("akCaster is "+akCaster) EndEvent is there something like akTarget.Name? i looked in http://www.creationkit.com/Actor_Script but no luck edit: ".getName" is SKSE only? isnt there a vanilla thing? Edited July 25, 2014 by h4n4 Link to comment Share on other sites More sharing options...
dastrokes Posted July 25, 2014 Share Posted July 25, 2014 ActorRef.GetActorBase().GetName(), it requires SKSE. Link to comment Share on other sites More sharing options...
h4n4 Posted July 25, 2014 Author Share Posted July 25, 2014 (edited) ActorRef.GetActorBase().GetName(), it requires SKSE.thx. No nonSKSE solution? :/ i dont need it that badly and i would not want to add an SKSE requirement to my mod just for that^^ Edited July 25, 2014 by h4n4 Link to comment Share on other sites More sharing options...
dastrokes Posted July 25, 2014 Share Posted July 25, 2014 I haven't tried it yet but I think without SKSE, I guess you can use message+text replacement+quest alias to print the name, probably not worth it to create a quest for it since you dont need it that badly. Link to comment Share on other sites More sharing options...
h4n4 Posted July 25, 2014 Author Share Posted July 25, 2014 I haven't tried it yet but I think without SKSE, I guess you can use message+text replacement+quest alias to print the name, probably not worth it to create a quest for it since you dont need it that badly.no not going to happen i think^^ Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 25, 2014 Share Posted July 25, 2014 You don't need to make an SKSE requirement. The following will work to determine if SKSE is present and use the name otherwise it will fall back and use the ID # Int SKSEVersion = 0 Event OnEffectStart(Actor akTarget, Actor akCaster) SKSEVersion = SKSE.GetVersion() ;this line will cause a harmless error in the papyrus log if SKSE not present If SKSEVersion > 0 ;SKSE is present Debug.Notification("akTarget is "+akTarget.GetActorBase().GetName()) Debug.Notification("akCaster is "+akCaster.GetActorBase().GetName()) Else ;SKSE not present Debug.Notification("akTarget is "+akTarget) Debug.Notification("akCaster is "+akCaster) EndIf EndEvent Link to comment Share on other sites More sharing options...
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