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DAMMIT!


RS13

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I want to f*#@ing script. Not hard stuff like what's in Civil War Overhaul or Perma, but f*#@ing simple stuff like what's in Perception affects energy weapons. But I either (1) can't find a guide or (2) I follow every single step and Beth's stuff breaks. Case in point: https://goo.gl/f7XAWM.

 

Second case in point: I tried to do learn with the Hello World tutorial for FO4--if it can really be called that--and despite the fact that this "beginner's tutorial" feels free to say utterly opaque things like "Implement the OnQuestInit event by adding a debug message box. Save and compile your script" I figured I'd follow it as far as I could and see what happened.

 

Anyone want to guess what f*#@ING HAPPENED? Bethesda happened. I fill out the forms as described and hit OK. "PapyrusAssembler.exe has stopped working." #ClassicBethesda. No error description. Just "hey, it crashed." Did I do something wrong? Hell, if I know.

 

Can Someone help me? Can someone point me to a genuine for beginners tutorial? Can someone make one? I'm sorry if this is ranty, but it's incredibly infuriating to not even be able to get stumped by the hard stuff. I've been at this for hours with nothing to show for it, not even a learning experience.

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Hi.

 

When you create a script or add a new script that's the name of your script.

 

For example:

 

http://i.imgur.com/3W3uiRv.png

 

My script is named 'Stuyk_RainDestruction'

 

Inside the script I also need to make sure my deceleration of the script matches that.

 

Scriptname Stuyk_RainDestruction extends ObjectReference
Also what are you trying to extend.

 

Is it an

ObjectReference - A static object / switch / etc.

Actor

ActorBase

etc.

 

Try simply adding ObjectReference to the extends part.

 

That should at least let you compile it.

 

So when you first make your new script.

 

http://i.imgur.com/ePFekv4.png

 

Never change the thing down below. You can pretty much always untick Const.

 

 

And if you're still frustrated about it. I'm currently writing a tutorial that doesn't go super into detail about stuff so you don't get lost when writing Papyrus.

 

Edit:

Here's that tutorial

Edited by StuykGaming
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Could anyone maybe help one more person out with scripting?

 

I am making a quest mod and I want to reward a sneaky player that locks the Armory with a terminal, to make an upcoming room easier to fight. The Terminal toggles AssaultUpgrade from one to zero. For simplicity sake I just have the Global permanently set to one for now.

 

But even with the global set to a static 1 before the alias collection Initializes it still does not pick the first guy out of the five and give him an assault rifle. The script compiles fine. All the properties are properly set in the CK. I thought this of all things would be pretty straight forward. What gives?

Scriptname RTS_GunnerUpgrade extends RefCollectionAlias

GlobalVariable Property AssaultUpgrade Auto

LeveledItem Property DLC04_LL_HandmadeGun_RandomTemplate_Rifle Auto

Event OnAliasInit()
  If(AssaultUpgrade.GetValue() == 1)
    Self.GetAt(1).AddItem(DLC04_LL_HandmadeGun_RandomTemplate_Rifle,1,True)
  EndIf
EndEvent
Edited by HipsterTerminator2
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It's still best to start your own thread. I'm sorry I snapped at you, but it really is bad etiquette to hop on others threads with when you've got a distinct issue. It distracts from the OP's question and discourages people who might be able to answer him from doing so because they look at the thread and see "oh, it's already got [however many] replies," so they don't bother.

 

Again, I am sorry for snapping at you.

Edited by RS13
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Of everything in the game, I personally feel Beth did papyrus right. Just.. some functions that aren't there doesn't make sense not to be there. Anyway, if you need help just ask here. Papyrus gets easier the MORE you use it.

Edited by TummaSuklaa
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