Iacovski Posted January 8, 2015 Share Posted January 8, 2015 Hi everybody, I'm no good at all when it comes to scripting so I could use some help. I'd like to have an object spawn in my house when a quest is completed i.e. the Staff Enchanter when Reluctant Steward quest is finished. Sadly, I barely know where to begin so any help is really appreciated. Bye. Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 9, 2015 Share Posted January 9, 2015 Find he quest, and the stage where you want the object to be enabled. In that stage, make sure there's a journal entry. If not, right click in the stage and make a new journal entry. On the right, in the code box, press properties. Make a new ObjectReference property and point it to your object. Then, put the following in the code box: MyObjRefPropertyNameHere.Enable() Select Compile, save, and you're done. Link to comment Share on other sites More sharing options...
Iacovski Posted January 9, 2015 Author Share Posted January 9, 2015 Hey, many thanks for the reply. Thought it was a lot harder. I'll try that out. And thanks for your Simple Taxes Mod, a must have in my humble opinion....Now that I know i'll try out a couple more of your mods...Name Your Horse and Fighting Fatigue seem quite interesting...bye... Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 9, 2015 Share Posted January 9, 2015 On 1/9/2015 at 1:12 PM, Iacovski said: Hey, many thanks for the reply. Thought it was a lot harder. I'll try that out. And thanks for your Simple Taxes Mod, a must have in my humble opinion....Now that I know i'll try out a couple more of your mods...Name Your Horse and Fighting Fatigue seem quite interesting...bye...Thank you for your compliment. ;) Link to comment Share on other sites More sharing options...
Iacovski Posted January 9, 2015 Author Share Posted January 9, 2015 One question, though..what do you mean by "Make a new ObjectReference property and point it to your object."...I don't quite get it...and yes, I know, I'm a total noob when it comes to scripting... Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 10, 2015 Share Posted January 10, 2015 On 1/9/2015 at 10:22 PM, Iacovski said: One question, though..what do you mean by "Make a new ObjectReference property and point it to your object."...I don't quite get it...and yes, I know, I'm a total noob when it comes to scripting...No problem. We were all noobs sometime. I know I certainly was and often still am. ;) Open up the quest, and in the stage you want to enable your marker in, press the Properties button. http://s27.postimg.org/81up139mb/Screenshot_194.pngThen press Add Property. In the window that pops up, put in ObjectReference as the type and give the name: MyObject Then, select your object from the dropdowns by pressing Edit Value after highlighting the ObjectReference property MyObject, or select in the Cell View by pressing Edit Value (which you need to be in your object's cell, press Select in Cell View, and then hover your mouse over the cell view and select your object). Then, paste this into the little code box right above the Properties button: MyObject.Enable() That's it. :) Link to comment Share on other sites More sharing options...
Iacovski Posted January 10, 2015 Author Share Posted January 10, 2015 Well, you' ve been quite clear and I cannot thank you enough...I didn't understand what you meant because the Add Property button is greyed out in every stage of the quest...the quest is DLC2TT1, the Reluctant Steward...and I noticed that some other quests I wanted to mod, in order to have an object enabled in my modded Lakeview Manor once the quest is done or a stage is reached...DLC2BlackBook05Quest is another one...no way to add a property... :wallbash: ...Creation Kit is driving me nuts...thanks a lot anyway... :thumbsup: Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 10, 2015 Share Posted January 10, 2015 On 1/10/2015 at 1:37 PM, Iacovski said: Well, you' ve been quite clear and I cannot thank you enough...I didn't understand what you meant because the Add Property button is greyed out in every stage of the quest...the quest is DLC2TT1, the Reluctant Steward...and I noticed that some other quests I wanted to mod, in order to have an object enabled in my modded Lakeview Manor once the quest is done or a stage is reached...DLC2BlackBook05Quest is another one...no way to add a property... :wallbash: ...Creation Kit is driving me nuts...thanks a lot anyway... :thumbsup:And you're sure there is an entry, even if it reads NONE, under the Journal Entry part of the stage? Link to comment Share on other sites More sharing options...
Iacovski Posted January 10, 2015 Author Share Posted January 10, 2015 Yep...all the stages are the same in both quests...I've taken a look at other quests and the Add Properties button is enabled...all the Dragonborn, Dawnguard and Hearthfire quests are the same...button disabled...sigh... Link to comment Share on other sites More sharing options...
Terra Nova Posted January 10, 2015 Share Posted January 10, 2015 (edited) On 1/10/2015 at 8:50 PM, Iacovski said: Yep...all the stages are the same in both quests...I've taken a look at other quests and the Add Properties button is enabled...all the Dragonborn, Dawnguard and Hearthfire quests are the same...button disabled...sigh...I know why they are, I think. It's because the source files are in their respective folders. I'm not 100% sure though, but it could be why you cannot add properties. The CK cannot "find" the stage fragments for those DLCs. What you can try as a little test, is move one of those DLC script PSC files to the root Source folder.(Scripts\Source). And see if the button is enabled then. Edited January 10, 2015 by Terra Nova Link to comment Share on other sites More sharing options...
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