15gudasc Posted June 20, 2016 Share Posted June 20, 2016 Hello! I am trying to create a script that begins a quest as soon as a radio broadcast finishes it's message. I've created a radio action in the "scenes" tab of the radio's quest, and in that action, I've created a topic. I have "run fragment" selected in the "on end" category of the scripts area, as well as a selected script in the "kmyQuest" tab that simply sets up the playlist for the radio station (which consists of only one audio file). This is the script fragment in the box below that: if 000RadioHomerQuest.GetStageDone(10) == 0if Game.IsPlayerRadioOn() == 1if Game.GetPlayerRadioFrequency() == 87000HomersQuest.SetStage(10)endifendifendif I thought this word work just fine, considering I took it directly from the BoS100Radio quest. However, when I compile this, it says: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "Fragments:TopicInfos:TIF_000RadioHomerQuest_01012A90"...C:\Users\Clark\AppData\Local\Temp\PapyrusTemp\Fragments\TopicInfos\TIF_000RadioHomerQuest_01012A90.psc(24,6): required (...)+ loop did not match anything at input 'RadioHomerQuest'C:\Users\Clark\AppData\Local\Temp\PapyrusTemp\Fragments\TopicInfos\TIF_000RadioHomerQuest_01012A90.psc(27,3): required (...)+ loop did not match anything at input 'HomersQuest'No output generated for Fragments:TopicInfos:TIF_000RadioHomerQuest_01012A90, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on Fragments:TopicInfos:TIF_000RadioHomerQuest_01012A90 I'm not sure what this means, or what I can do to fix it. I think what it is saying is that the script is not identifying "RadioHomerQuest" and "HomersQuest". Any help would be greatly appreciated. Thank you! Link to comment Share on other sites More sharing options...
viennacalling Posted June 20, 2016 Share Posted June 20, 2016 Why are you starting your variables with a number? That's been a known bad practice since Fallout 3. Link to comment Share on other sites More sharing options...
15gudasc Posted June 20, 2016 Author Share Posted June 20, 2016 I didn't realize it was a bad practice! It never caused problems in Fallout New Vegas mods. I suppose I can refrain from doing so in the future Link to comment Share on other sites More sharing options...
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