Drag0nHawk Posted February 16, 2012 Share Posted February 16, 2012 Hey everyone.I'm working on my home and it occurs to me that a trophy room would be fun. Something that, when a quest completes, will display something related to that quest in the room; like a statue. My problem is...I have no idea where to begin, or how to go about doing so. The best example I can think of, is that in the Thieves Guild, there are objects that only enable (display) once you reach a certain stage. I'd love for something like that to work, like, say, you complete a quest where you kill <name>, then it displays a trophy in your house. I figure "Initially Disabled" has something to do with that, but I'd love a little help here. Or even someone to be my hero and flat out tell me how to go about doing so. Thanks! Link to comment Share on other sites More sharing options...
Savan12986 Posted February 18, 2012 Share Posted February 18, 2012 create an xmarker in the cell and set it's state to initially disabled. then place the trophy where you want it and set its enable parent to the xmarker. then go into the quest stage you want to activate the trophy and in the log entry window create a new log, then in the papyrus fragment window type "decoratemarker.enable()" and click on properties in the fragment window and add a property of type object reference called decoratemarker and click ok. then click on the property you just created and click the edit value button. click pick reference in render window and double click on the xmarker you created. click ok a bunch of times to close the windows save and test it. it should work. Link to comment Share on other sites More sharing options...
Drag0nHawk Posted February 18, 2012 Author Share Posted February 18, 2012 (edited) create an xmarker in the cell and set it's state to initially disabled. then place the trophy where you want it and set its enable parent to the xmarker. then go into the quest stage you want to activate the trophy and in the log entry window create a new log, then in the papyrus fragment window type "decoratemarker.enable()" and click on properties in the fragment window and add a property of type object reference called decoratemarker and click ok. then click on the property you just created and click the edit value button. click pick reference in render window and double click on the xmarker you created. click ok a bunch of times to close the windows save and test it. it should work. I got as far as "add a property of type object reference called decoratemarker and click ok" and I get this message in the compile results: Starting 1 compile threads for 1 files...Compiling "QF_MQ305_00046EF2"...c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,0): variable LoadscreenArgonian is undefinedc:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,19): none is not a known user-defined typeNo output generated for QF_MQ305_00046EF2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_MQ305_00046EF2 I did exactly as you said. Under type I chose ObjectReference, under name I put decoratemarker. I left everything else alone: initial value, etc. Not sure what happened. The property wasn't created, and can't be as long as I get the error above. Any idea what went wrong and how to fix it? Edited February 18, 2012 by Drag0nHawk Link to comment Share on other sites More sharing options...
Savan12986 Posted February 19, 2012 Share Posted February 19, 2012 create an xmarker in the cell and set it's state to initially disabled. then place the trophy where you want it and set its enable parent to the xmarker. then go into the quest stage you want to activate the trophy and in the log entry window create a new log, then in the papyrus fragment window type "decoratemarker.enable()" and click on properties in the fragment window and add a property of type object reference called decoratemarker and click ok. then click on the property you just created and click the edit value button. click pick reference in render window and double click on the xmarker you created. click ok a bunch of times to close the windows save and test it. it should work. I got as far as "add a property of type object reference called decoratemarker and click ok" and I get this message in the compile results: Starting 1 compile threads for 1 files...Compiling "QF_MQ305_00046EF2"...c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,0): variable LoadscreenArgonian is undefinedc:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,19): none is not a known user-defined typeNo output generated for QF_MQ305_00046EF2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_MQ305_00046EF2 I did exactly as you said. Under type I chose ObjectReference, under name I put decoratemarker. I left everything else alone: initial value, etc. Not sure what happened. The property wasn't created, and can't be as long as I get the error above. Any idea what went wrong and how to fix it? ok. try creating the decorate marker in the existing quest stage log and adding the script to the existing papyrus fragment. I just tried that and it compiled fine. Be sure to set the value to the xmarker by using the edit value button Link to comment Share on other sites More sharing options...
Drag0nHawk Posted February 19, 2012 Author Share Posted February 19, 2012 (edited) create an xmarker in the cell and set it's state to initially disabled. then place the trophy where you want it and set its enable parent to the xmarker. then go into the quest stage you want to activate the trophy and in the log entry window create a new log, then in the papyrus fragment window type "decoratemarker.enable()" and click on properties in the fragment window and add a property of type object reference called decoratemarker and click ok. then click on the property you just created and click the edit value button. click pick reference in render window and double click on the xmarker you created. click ok a bunch of times to close the windows save and test it. it should work. I got as far as "add a property of type object reference called decoratemarker and click ok" and I get this message in the compile results: Starting 1 compile threads for 1 files...Compiling "QF_MQ305_00046EF2"...c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,0): variable LoadscreenArgonian is undefinedc:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\QF_MQ305_00046EF2.psc(334,19): none is not a known user-defined typeNo output generated for QF_MQ305_00046EF2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_MQ305_00046EF2 I did exactly as you said. Under type I chose ObjectReference, under name I put decoratemarker. I left everything else alone: initial value, etc. Not sure what happened. The property wasn't created, and can't be as long as I get the error above. Any idea what went wrong and how to fix it? ok. try creating the decorate marker in the existing quest stage log and adding the script to the existing papyrus fragment. I just tried that and it compiled fine. Be sure to set the value to the xmarker by using the edit value button Wait, what script? You didn't say anything about a script, just the property Addendum::::Meh, I give up. I worked around the errors, added a property-declaring script both to the XMarker AND to the Quest's script ObjectReference Property DecorateMarker Auto And yet no matter what I do, the trophy just doesn't work. I complete the quest, it doesn't enable. I use the console command, it doesn't enable. Ah well. Thank you very much for trying to help me here but I'm throwing in the towel. ^^; Edited February 19, 2012 by Drag0nHawk Link to comment Share on other sites More sharing options...
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