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Posted

Is it not possible to re-use a script for dialogues? I tried re-using it, but the script no longer works. It doesn't have a code on the end papyrus fragment. It's very unconventional if I keep having new scripts of the same thing, but just slightly different dialogue. The CK automatically makes a script with prefix TIF_ whenever I write a code on the end papyrus fragment box. Is there a way to re-use a script, with only the properties being different?

Posted
  On 11/4/2014 at 12:12 PM, firepower02 said:

Is it not possible to re-use a script for dialogues? I tried re-using it, but the script no longer works. It doesn't have a code on the end papyrus fragment. It's very unconventional if I keep having new scripts of the same thing, but just slightly different dialogue. The CK automatically makes a script with prefix TIF_ whenever I write a code on the end papyrus fragment box. Is there a way to re-use a script, with only the properties being different?

No. Fragments aren't normal scripts. You can have a global function from a quest script with parameters much like properties and call that within the fragment though.

Posted
  On 11/4/2014 at 6:34 PM, firepower02 said:

Can you please elaborate, I'm not sure I understood it.

Short answer - no, you cannot reuse fragments.

 

However, you can create a global function in the script of your quest which does what you want - by adding a bunch of parameters which could act like properties for your function - and then call that function within your fragment, inputting the proper parameters for that situation.

Posted

I don't understand the however part. My point is I don't want my mod to have several tif script files, as they are named automatically, they could conflict with other mods I download. I know I could rename them, but I had over a hundred dialogues, and it's time consuming. How is creating a global function going to help?

Posted
  On 11/5/2014 at 12:27 AM, firepower02 said:

I don't understand the however part. My point is I don't want my mod to have several tif script files, as they are named automatically, they could conflict with other mods I download. I know I could rename them, but I had over a hundred dialogues, and it's time consuming. How is creating a global function going to help?

Not with that it won't. While you may have to go back and rename all of those, for future reference, you can have the CK do it automatically for NEW scripts.

Posted
  On 11/5/2014 at 12:45 AM, firepower02 said:

Thanks, so no? I was looking for something that would allow to re-use only one script since the script on my tif are all the same, they only differ in the properties part.

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Short answer - no, you cannot reuse fragments.

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