Epoch29 Posted February 8, 2012 Share Posted February 8, 2012 (edited) The new language is throwing me, I could do it in the old one, but the how to's and such just aren't available yet. Anyways, I have this script attached to a quest for dialogue Scriptname AATrissDiaQScript extends Quest Conditional Int Property Status = 0 Auto Conditional which should set the status variable to 0. Basically I can't figure out the code for the "end Papyrus fragment" to set that variable to 1 after choosing a dialogue option. Also I'm going to use it to trigger a package, but getquestvariable doesn't recognize the variable exists or something, I know this used to work. Would there be a better conditional statement to check for the package? Thanks. For instance if I wanted to do this in the old creation kit it would just be set AATrissDQuest.Status to 1 Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice. Edited February 9, 2012 by Epoch29 Link to comment Share on other sites More sharing options...
grey79 Posted February 8, 2012 Share Posted February 8, 2012 The wiki is vague:"Conditional PropertiesProperties cannot be declared as conditional. Auto properties can be defined as conditional because what they actually do is define the hidden variable they create as conditional." I'm not sure if this means you cant assign a default value to it... Link to comment Share on other sites More sharing options...
Epoch29 Posted February 8, 2012 Author Share Posted February 8, 2012 (edited) edit: thanks for a reply, this was just so easy before so I'm upset I'm having trouble with it now. Edited February 8, 2012 by Epoch29 Link to comment Share on other sites More sharing options...
grey79 Posted February 8, 2012 Share Posted February 8, 2012 Is there no compile error you can learn something from?I'm not totally sure what your problem is. Have you simply tried this:AATrissDQuest.Status = 1 Link to comment Share on other sites More sharing options...
Epoch29 Posted February 8, 2012 Author Share Posted February 8, 2012 nah that just returns Starting 1 compile threads for 1 files... Compiling "TIF__01003335"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,0): variable AATrissDQuest is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,14): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,13): type mismatch while assigning to a none (cast missing or types unrelated) No output generated for TIF__01003335, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__01003335 Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice. Link to comment Share on other sites More sharing options...
grey79 Posted February 9, 2012 Share Posted February 9, 2012 Have you checked out TIF__01003335.psc? Link to comment Share on other sites More sharing options...
Epoch29 Posted February 9, 2012 Author Share Posted February 9, 2012 (edited) ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__01003335 Extends TopicInfo Hidden ;END FRAGMENT CODE - Do not edit anything between this and the begin comment but that fragment is currently empty at the moment because it won't save it if it doesn't compile correctly. If you have an idea, I'll start the scripts over again with a new variable. Edited February 9, 2012 by Epoch29 Link to comment Share on other sites More sharing options...
Epoch29 Posted February 9, 2012 Author Share Posted February 9, 2012 bump? Link to comment Share on other sites More sharing options...
minngarm Posted February 9, 2012 Share Posted February 9, 2012 Wish I could help ya man, I've run into a similar problem just when I thought I had it all figured out. Link to comment Share on other sites More sharing options...
Epoch29 Posted February 9, 2012 Author Share Posted February 9, 2012 the only thing I'm missing is setting variables through those script fragments that you can add when you choose dialogues. I think actually declaring variables in the scripts they made easier. Ugh so close and yet so far. I'll just have to wait for someone to figure it out. Link to comment Share on other sites More sharing options...
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