DingleMcDonglic Posted April 2, 2015 Share Posted April 2, 2015 I've been trying hard the last few days i have all the dialogue made and scripts don it isnt working for me this is the quest script: (sorta pathetic following YT tut)SCN DarrenDukeYoullNeverWalkAloneQuestScript short talking This is the trigger for it:SCN DarrenDukeForcedDialogueTriggerScript01Short Triggeredbegin OnTriggerEnter Playerif [Triggered ==0]GetQuestRunning DarrenDukeYoullNeverWalkAloneQuestset DarrenDukeYoullNeverWalkAloneQuest.talking to 1set triggered to 1endifend I have my Packages done and the trigger in place, it is supposed to happen if "GetQuestRunning DarrenDukeYoullNeverWalkAloneQuest 10"but it never works. any help would be apretiated Link to comment Share on other sites More sharing options...
tomm434 Posted April 2, 2015 Share Posted April 2, 2015 Your condtions are wrong. Are you sure you use GECK PU + NVSE? Good thing about GECK PU and NVSE is that you'll see your mistakes after hitting "compile" button. In this case you should add additional nest of conditions begin OnTriggerEnter Player if Triggered ==0 if GetQuestRunning DarrenDukeYoullNeverWalkAloneQuest == 1 set DarrenDukeYoullNeverWalkAloneQuest.talking to 1 set triggered to 1 endif endif endGetQuestRunning is a conditionso if player enters trigger and Triggered == 0 and quest DarrenDukeYoullNeverWalkAloneQuest is running next 2 lines will execute. Link to comment Share on other sites More sharing options...
DingleMcDonglic Posted April 2, 2015 Author Share Posted April 2, 2015 thank you will try now Link to comment Share on other sites More sharing options...
DingleMcDonglic Posted April 2, 2015 Author Share Posted April 2, 2015 Your condtions are wrong. Are you sure you use GECK PU + NVSE? Good thing about GECK PU and NVSE is that you'll see your mistakes after hitting "compile" button. In this case you should add additional nest of conditions begin OnTriggerEnter Player if Triggered ==0 if GetQuestRunning DarrenDukeYoullNeverWalkAloneQuest == 1 set DarrenDukeYoullNeverWalkAloneQuest.talking to 1 set triggered to 1 endif endif endGetQuestRunning is a conditionso if player enters trigger and Triggered == 0 and quest DarrenDukeYoullNeverWalkAloneQuest is running next 2 lines will execute.so does this look right? SCN DarrenDukeForcedDialogueTriggerScript01 Short Triggered Begin OnTriggerEnter Player if Triggered ==0 if GetQuestRunning DarrenDukeYoullNeverWalkAloneQuest == 1 set DarrenDukeYoullNeverWalkAloneQuest.talking to 1 set triggered to 1 endif endif end Link to comment Share on other sites More sharing options...
tomm434 Posted April 2, 2015 Share Posted April 2, 2015 yep. I repeat - install GECK PU and launch GECK via NVSE - if script compiles then you at least didn't any mistake in conditions nesting. It's really useful! Link to comment Share on other sites More sharing options...
DingleMcDonglic Posted April 2, 2015 Author Share Posted April 2, 2015 i have PU, to i just drag it into NVSE? Link to comment Share on other sites More sharing options...
tomm434 Posted April 3, 2015 Share Posted April 3, 2015 You should create a shortcut. Path will look like this Steam\steamapps\common\Fallout New Vegas enplczru\nvse_loader.exe" -editorand always launch GECK via this shortcut.So when you make mistake in script compiler won't compile the script and will tell you what you did wrong. Link to comment Share on other sites More sharing options...
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