icecreamassassin Posted November 9, 2011 Share Posted November 9, 2011 ok so here's what I'm trying to do: You buy a house, you repay a loan, yield some interest, collect some profit from businesses you own and as a result your mercantile skill usage increases (not your mercantile SKILL, just usage) I'm using the OBSE command: "set Exp to (IncrementPlayerSkillUse mercantile 1 3)" where Exp is a float variable. Problem I am having is that it crashes the game when used from a dialog box (since float variables can't be used) so is there an alternate method of triggering skill use from a dialog script box? I thought about maybe putting the above script line in my main quest script with the condition of a global script being equal to a certain amount and having the dialog script set the global value and then then quest script will force the skill usage and then reset the global to 0, but that seems kinda cumbersome to me. Anyone have any other suggestion? Link to comment Share on other sites More sharing options...
fg109 Posted November 9, 2011 Share Posted November 9, 2011 I'm pretty sure you can call user functions from dialogue scripts. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted November 10, 2011 Share Posted November 10, 2011 What's the "set Exp to" part for? Is "Exp" going to be used in your dialog result script afterwards?According to the docs you can just use the call that is inside the brackets alone: "IncrementPlayerSkillUse mercantile 1 3" Link to comment Share on other sites More sharing options...
icecreamassassin Posted November 10, 2011 Author Share Posted November 10, 2011 I was just going off what the CS wiki had to say it was pretty vague, I was kinda suspicious that the float was superfluous. But yes your suggestion of using the unbracketed command seems to work fine, thanks a bunch :) Link to comment Share on other sites More sharing options...
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