MissingMeshTV Posted June 1, 2017 Share Posted June 1, 2017 You may have missed what I said earlier about setting up the script fragment at the quest stage that is active when the player picks up the magazine. If you are using Game.AddPerkPoints(x), add that to the script fragment window, substitute the number of points you want to x, and compile. If you get stuck, open up the PerksQuest and look at stage 900. It's the unused Explorer perk that reveals all map markers. It has the structure you want to emulate. You also need to attach the MagStageScript to your magazine and set the SetStage property to the quest stage that your Papyrus fragment is attached to in the quest. That is what will trigger your Game.AddPerkPoints fragment when the player picks it up. Again, look at how the vanilla mags are set up and use them as a guide for your own. EDIT: Once you get that sorted, let me know. There are a few quirks about adding the mags to the world that are apparent until you test it in-game for the first time. Link to comment Share on other sites More sharing options...
werr92 Posted June 2, 2017 Share Posted June 2, 2017 There is absolutely no reason to do it in a more complicated way as Beth did it. You are not aiming for as modular system here as they were, so... Open up your magazine and add a new script to it (to a misc object in the ObjectWindow or to a reference in the RenderWindow). Name it as ou like, script body should be like this: Actor property PlayerREF auto Int property iNumberOfPoints auto Auto STATE INITIAL Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == PlayerREF Game.AddPerkPoints(iNumberOfPoints) GoTo("DONE") endIf endEvent ENDSTATE STATE DONE ENDSTATE Don't forget to fill out the properties. Link to comment Share on other sites More sharing options...
hyperdragon97 Posted June 3, 2017 Author Share Posted June 3, 2017 (edited) I did as werr suggested, and the result was this: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "LegendaryMagAddPerkPoints"...C:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(4,15): const scripts may only contain const auto properties. Property PlayerREF cannot be definedC:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(4,15): const scripts may not contain data, script variable ::PlayerREF_var cannot be definedC:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(5,13): const scripts may only contain const auto properties. Property iNumberOfPoints cannot be definedC:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(5,13): const scripts may not contain data, script variable ::iNumberOfPoints_var cannot be definedC:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(8,5): const scripts may not have statesC:\Users\Eric\AppData\Local\Temp\PapyrusTemp\LegendaryMagAddPerkPoints.psc(18,0): const scripts may not have statesNo output generated for LegendaryMagAddPerkPoints, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on LegendaryMagAddPerkPoints Edited June 3, 2017 by hyperdragon97 Link to comment Share on other sites More sharing options...
vkz89q Posted June 3, 2017 Share Posted June 3, 2017 (edited) https://www.creationkit.com/fallout4/index.php?title=Script_File_Structure and Header line section. There is answer why it doesn't compile. I'll give a hint, it has something to do with the error it gives and script's first line. Edit: Just take out the "const" in the first line where the script name is. Edited June 3, 2017 by vkz89q Link to comment Share on other sites More sharing options...
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