skittered Posted November 20, 2016 Share Posted November 20, 2016 (edited) EDIT .... so much for that .. <------------ snip --------------> i cut the pasted script out cause i don't really want to leave it here. Thanks to the input of the two people who did post here, I gathered a few more ideas about things I needed to work on and have managed to get things doing what i want them to do. Cheers. Edited November 24, 2016 by skittered Link to comment Share on other sites More sharing options...
Mktavish Posted November 21, 2016 Share Posted November 21, 2016 (edited) Well I'm no scripter on the level of this ... but one thing stood out to me in this ... highlighted in green. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;//this chunk of code is new, same functionality as above though;---------------------------------------------------------IF MaidVarz.iMAshleyMedicalSkill < 100;------- IF MaidVarz.iMAshleyReserveCaps >= 350 set MaidVarz.iAshleyMSkillNew to 1+ MaidVarz.iMAshleyMedicalSkill MaidAshleyREF.forceAV Medicine MaidVarz.iAshleyMSkillNew set MaidVarz.iAshleyMSkill to MaidAshleyREF.GetActorValue Medicine IF MaidVarz.iAshleyMSkill == MaidVarz.iAshleyMSkillNew set MaidVarz.iMAshleyReserveCaps to MaidVarz.iMAshleyReserveCaps - 350 set MaidVarz.iMAshleyMedicalSkill to MaidAshleyREF.GetActorValue Medicine set MaidVarz.iMAshleyMSkillProgress to 0 ENDif ENDif;-------ENDif;--------------------------------------------------------- I would think it should have read " To MaidVarz +1" But then MaidVarz is the formID ? ... so it needs to be the one just before the dot like you have it. Should maybe you be using a variable there instead? Im just not seeing how you can take "iAshleyMSkillNew" set it to 1 ... then add MaidVarz to it within that line. But then again like I said ... this is beyond my scripting skill. Edited November 21, 2016 by Mktavish Link to comment Share on other sites More sharing options...
rickerhk Posted November 21, 2016 Share Posted November 21, 2016 You mentioned dialog result script problems. Make sure that variables are not declared in those dialog result scripts - it will conflict with actor's object script variables. You may also be having a dirty save problem. Try testing from a new game. I've had issues in the past after heavy script modification where quest variables just wouldn't work right. especially if you change/rearrange the variable declaration section. Link to comment Share on other sites More sharing options...
skittered Posted November 21, 2016 Author Share Posted November 21, 2016 (edited) two different variables, iAshleyMSkillNew :: iMAshleyMedicalSkill :: with different values, same storage location, MaidVarz, a quest with a script, for storing variables and their values. set iAshleyMSkillNew (0) to 1 + iMAshleyMedicalSkill (41) becomes iAshleyMSkillNew (42) basically 0 + 1 + 41all math on a single line is done according to the math rules =============================edit .. didn't think dirty saves applied to fallout 3 (from i've read) but i suppose i could try that. seems, bah, harsh. Funny thing about dialog result script and actor object script variable conflicts .. I mentioned that the first large chunk of code worked just fine along side the dialog result scripts, and there are MORE local variables in the first version that the second.Almost every dialog begin or end result script has at least 1 local variable declared. The thing about it is, it just doesn't seem to run at all .. there should be noticeable in game results from the script, (and there were from the old version) .. even at least a single showmessage making it through just to point out that it's run at least once. Unless there's some serious script processing delay being introduced somewhere that I can't find or don't know about. Edited November 21, 2016 by skittered Link to comment Share on other sites More sharing options...
Mktavish Posted November 21, 2016 Share Posted November 21, 2016 (edited) two different variables, iAshleyMSkillNew :: iMAshleyMedicalSkill :: with different values, same storage location, MaidVarz, a quest with a script, for storing variables and their values. set iAshleyMSkillNew (0) to 1 + iMAshleyMedicalSkill (41) becomes iAshleyMSkillNew (42) basically 0 + 1 + 41all math on a single line is done according to the math rules ============================= OIC ... yes MaidVarz is the quest to deliniate where the variable is stored. But still ... your syntax seems wrong. Shouldn't it be ... ? set MaidVarz.iAshleyMSkillNew to MaidVarz.iMAshleyMedicalSkill +1 ~~~~~~~~~~~~~~ You said "didn't think dirty saves applied to fallout 3" Oh yes they can apply ... especially to scripting when you have used that save over and over to test the file. Plus reworking the file a lot can create glitch ... you know when you keep trying different things / changing /deleting ... can create a deficient file. Sometimes better to start fresh when you figure it out. Thats why those base backups are so essential. Preserving scripts though is easy as copy/paste , and reinserting all the references within the script. Edited November 21, 2016 by Mktavish Link to comment Share on other sites More sharing options...
skittered Posted November 21, 2016 Author Share Posted November 21, 2016 (edited) 41 + 1 = 421 + 41 = 42 Guess you could read it as ' set to at least one, and add this variable value to it '------------------ Seems strange that using a 'clean' save for testing, without saving over it, would cause any kind of issues like that, but, such are the quirks of extensible game engines i suppose. Apparently my code itself can't be all that bad with only one person so far wondering how it's suppose to work :tongue: So back to code refactoring, and hoping a clean pre-modded save helps. The npc is in Megaton, so have to make it at least that far to test things properly. (grrrr this has been so blinking frustrating) --------------edit---------------still frustrating as hell ...can get the npc script to run via, load a very previous - pre mods save, test, it does what it's supposed to do, then change something, load that very same save that i did not save over and the thing doesn't run ... so load a completely random save, it runs ..... dialog result scripts .. still screwed ... they seem to die half way through ... and they were originally written specifically so they wouldn't need altering later ... there's 130 of them. Edited November 24, 2016 by skittered Link to comment Share on other sites More sharing options...
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