nekollx Posted January 2, 2015 Author Share Posted January 2, 2015 (edited) seriously caps sensitive that's the issue? ah coding nuances....thanks annnnd Crapt it actually compiled...now on to testing to get this thing working Thanks a ton! well script compiled, no errors, skyrim loaded...mcm menu still isn't loading anyt thoughts why i dont even get a title menu in mcm? Edited January 2, 2015 by nekollx Link to comment Share on other sites More sharing options...
RealAntithesis Posted January 5, 2015 Share Posted January 5, 2015 Did you follow the instructions on the MCM web page to get things started? Ie attaching the player alias script etc? Link to comment Share on other sites More sharing options...
nekollx Posted January 5, 2015 Author Share Posted January 5, 2015 (edited) yup i can take another look but i do create the quest and attached the script as per the quick start yup still not showing up, even went back to the beginning remake the quest scripts and remade and recompiled my script from scratch i can't even get a basic page name to show up ScriptName DBEScript Extends SKI_ConfigBase event OnPageReset(string page) {Called when a new page is selected, including the initial empty page}endEvent event OnConfigInit() Pages = new string[2] Pages[0] = "Actor Details" Pages[1] = "Page 2"endEvent Edited January 5, 2015 by nekollx Link to comment Share on other sites More sharing options...
RealAntithesis Posted January 5, 2015 Share Posted January 5, 2015 (edited) If it's all ok from the esp/script end, try typing in the following at the console:setstage SKI_ConfigManagerInstance 1This should force all MCM menus to load up if for some reason they weren't (provided they are otherwise set up correctly). Also just to confirm, is your esp in the data folder (And the .pex file in the scripts folder) and being loaded by the game? Do you get anything referring to your mod/quest showing up in the papyrus log? In your OnInit() or OnPlayerLoadGame() events, you could put in a trace debug line, which should show up in the log (provided debugging is turned on) and confirm that something is working at least. Edited January 5, 2015 by RealAntithesis Link to comment Share on other sites More sharing options...
nekollx Posted January 5, 2015 Author Share Posted January 5, 2015 (edited) Making progress finally, its compiling, showing up in MCM, and displaying my defaut text. Its not displaying the specific actor text but it's displaying something i expect. Now i just have to figure out my my get sex and target actor conditionals are failing. It shows "Unknown Gender Unknown Race" everytime i open the mcm page When it should read Male Nord Adult based on my conditionals (sample below) ActorBase PlayerBase = Game.GetPlayer().GetBaseObject() as ActorBaseRace TargetActor = PlayerBase.GetRace()string PlayerSex = "Unknown Gender"string PlayerRace = "Unknown Race"if (PlayerBase.GetSex() == 0) PlayerSex = "Male" elseif (PlayerBase.GetSex() == 1) PlayerSex = "Female"endIf if (TargetActor == "bretonrace")PlayerRace = "Breton Adult" AddTextOptionST("player's current race", "Race", PlayerSex+" "+PlayerRace) Edited January 5, 2015 by nekollx Link to comment Share on other sites More sharing options...
RealAntithesis Posted January 5, 2015 Share Posted January 5, 2015 What are the actual returned values from those functions? You can output them to the trace log (see the various debugging functions). Also check your papyrus log to see if it's complaining about none objects and the like which may give a clue as to why functions are failing (if they are). Link to comment Share on other sites More sharing options...
Arocide Posted January 5, 2015 Share Posted January 5, 2015 If you have no issue using SKSE you can perform this line to get an Actors Races Name: <ActorRef>.GetRace().GetName() Link to comment Share on other sites More sharing options...
nekollx Posted January 5, 2015 Author Share Posted January 5, 2015 actually after baning away at it i half solved it, it's now returning the right Sex but still unknown race so it's got to be some syntax gaff i'm over looking ActorBase PlayerBase = Game.GetPlayer().GetActorBase()Actor TargetActorstring PlayerSex = "Unknown Gender"string PlayerRace = "Unknown Race"if (PlayerBase.GetSex() == 0) PlayerSex = "Male" elseif (PlayerBase.GetSex() == 1) PlayerSex = "Female"endIf if (TargetActor.GetActorBase().GetRace() == BretonRace)PlayerRace = "Breton Adult" especially since as it is now the error i get for that second to liass line above is variable BretonRace is undefinedNo output generated for DBEScript, compilation failed. Not how the heck do i get BretonRace to be define Link to comment Share on other sites More sharing options...
Arocide Posted January 5, 2015 Share Posted January 5, 2015 (edited) You have to declare it as a Property on the script and hook that property up to the Form within the Creation kit (Right click the script and hit Properties) The syntax looks like this: Race Property BretonRace Auto http://www.creationkit.com/Property_Reference for more info. EDIT: In case you are wondering where to place the syntax. Properties are usually placed near the top of a script outside of any events or functions. Edited January 5, 2015 by Arocide Link to comment Share on other sites More sharing options...
nekollx Posted January 5, 2015 Author Share Posted January 5, 2015 i was doing that but i went in and did in manually inthe CK and noticed it played it at the bottom of my script so i think it was treating the copy i was making as local and it needed to be global...of course my Target Actor variable is now acting up. 12: ActorBase PlayerBase = Game.GetPlayer().GetActorBase()13: ActorBase PlayerBaseRace = Game.GetPlayer().GetBaseObject() as ActorBase14: Race TargetActor PlayerBaseRace.GetRace() (14,18): required (...)+ loop did not match anything at input 'PlayerBaseRace' Link to comment Share on other sites More sharing options...
Recommended Posts