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[LE] Script issues with new quest.


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Hello, everybody.

 

I'm trying to make a very simple quest, mostly based on dialogues. The problem is that the CK won't let me add a new script to the actor. The message it shows when I type the new name of the script is: "the extend script does not exist, please pick one that does". What does it mean? If it's new, in my mind, of course it doesn't exist yet!!

 

Anyway, my actor is unique and the dialogues work fine. When I want to use the line: getowningquest().setstage(10) to advance my quest stages, the script won't ever compile. The error message is long and says this line (getowningquest) is not a function or does not exist, among other things that I believe are related to the fact I can't add scripts to the actor.

 

If you please could help me understand what is happening I'll be thankful. I've read a lot of tutorials on this but no matter I do, the tutorial works, my quest doesn't. Just one more thing: I'm quite new in this script thing, so please be kind. :confused:

 

Thank you for spending your time thinking about this problem. :smile:

 

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Have you extracted the source scripts from the Scripts.rar file yet? If not, do so. That may resolve your issues. Just extract it in its current location of "Skyrim \ Data", it contains all the appropriate folder structure needed.

 

If you are working with DLC, you'll need to merge the DLC scripts into the source folder from their individual folders. Otherwise, you'll get the same type of errors when working with DLC scripts. Just be sure to merge the source scripts in the same order as the DLC plugins (i.e. Skyrim > Dawnguard > Hearthfires > Dragonborn)

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Have you extracted the source scripts from the Scripts.rar file yet? If not, do so. That may resolve your issues. Just extract it in its current location of "Skyrim \ Data", it contains all the appropriate folder structure needed.

 

If you are working with DLC, you'll need to merge the DLC scripts into the source folder from their individual folders. Otherwise, you'll get the same type of errors when working with DLC scripts. Just be sure to merge the source scripts in the same order as the DLC plugins (i.e. Skyrim > Dawnguard > Hearthfires > Dragonborn)

 

Yes, the source scripts are in their correct places. I checked that, too.

No, I'm not working with any DLC, so that can't be interfering.

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GetOwningQuest() needs the Questscript to work. It should be in your sourcefolder. You need to put your script at the end of dialogue, scriptname must include extends TopicInfo Hidden. This should be named automatically. Sometimes creation kit saves the information of a script that doesn't work and tries to use this one despite deleting in the ck. Look in your sourcefolder if there's a script that you have written but is not working. Rename it to old and than load ck again and try again. Should work without problems.

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GetOwningQuest() needs the Questscript to work. It should be in your sourcefolder. You need to put your script at the end of dialogue, scriptname must include extends TopicInfo Hidden. This should be named automatically. Sometimes creation kit saves the information of a script that doesn't work and tries to use this one despite deleting in the ck. Look in your sourcefolder if there's a script that you have written but is not working. Rename it to old and than load ck again and try again. Should work without problems.

 

 

Well, I just tried to do what you said but with no results. :confused: When I finally added the script to my actor, the CK wouldn't let me add properties. So, I really don't know what to do. Closing and opening CK all the time seems not help either. What could I be doing wrong? Because I must be missing something here...

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GetOwningQuest() needs the Questscript to work. It should be in your sourcefolder. You need to put your script at the end of dialogue, scriptname must include extends TopicInfo Hidden. This should be named automatically. Sometimes creation kit saves the information of a script that doesn't work and tries to use this one despite deleting in the ck. Look in your sourcefolder if there's a script that you have written but is not working. Rename it to old and than load ck again and try again. Should work without problems.

 

 

Well, I just tried to do what you said but with no results. :confused: When I finally added the script to my actor, the CK wouldn't let me add properties. So, I really don't know what to do. Closing and opening CK all the time seems not help either. What could I be doing wrong? Because I must be missing something here...

 

 

You're creating a papyrus fragment attached to a dialogue, yes? In that case you need to use Self.GetOwningQuest() use the same for a ReferenceAlias too.

 

Secondly attaching properties to a papyrus fragment has its own special peculiarities. You can't attach properties in the fragment window you have to attempt to compile the script, let it fail but tell it to save the script anyway. Then open the script source it created and attach the properties to the very end of the script. Save it again. This time attempt to compile the script in the fragment window. This time it should succeed. Good luck! We've all been through this at one time or other I've done my time tearing my hair out over this as well.

 

n.b. if none of the above applies or works then you need to state exactly where and to what you're attaching your script i.e. is it a fragment, a reference alias script, or a quest script? Or are you attaching it to the npc directly? Post your script too.

Edited by soupdragon1234
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You're creating a papyrus fragment attached to a dialogue, yes? In that case you need to use Self.GetOwningQuest() use the same for a ReferenceAlias too.

 

Secondly attaching properties to a papyrus fragment has its own special peculiarities. You can't attach properties in the fragment window you have to attempt to compile the script, let it fail but tell it to save the script anyway. Then open the script source it created and attach the properties to the very end of the script. Save it again. This time attempt to compile the script in the fragment window. This time it should succeed. Good luck! We've all been through this at one time or other I've done my time tearing my hair out over this as well.

 

n.b. if none of the above applies or works then you need to state exactly where and to what you're attaching your script i.e. is it a fragment, a reference alias script, or a quest script? Or are you attaching it to the npc directly? Post your script too.

 

 

Thanks for the reply and the tips.

I tried doing what you suggested but it didn't work... So, here is what I get from CK when I try to compile the script (the papyrus errors box is in front of a topic info box, where I'm making the dialogue to happen):

 

http://prntscr.com/fohfcv

 

And here is the script the CK generates:

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1

Scriptname MDS_TIF__02008EFB Extends TopicInfo Hidden

 

;BEGIN FRAGMENT Fragment_0

Function Fragment_0(ObjectReference akSpeakerRef)

Actor akSpeaker = akSpeakerRef as Actor

;BEGIN CODE

Self.GetOwningQuest().setstage(10)

;END CODE

EndFunction

;END FRAGMENT

 

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

If you have any more ideas, I'd love to hear them. :)

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The Creation Kit cannot locate the TopicInfo script. Make sure that the TopicInfo.psc is located at "Skyrim/Data/Scripts/Source". If it is, ensure that your SkyrimEditor.ini is pointing to the correct script source location. Look for sScriptSourceFolder="Data\Scripts\Source" under [Papyrus].

 

If everything is how it should be and it is still not working, I have no idea what is wrong.

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Thank you IsharaMeradin, soupdragon1234 and Tasheni for your help. A combination of things made the compilation go wrong. I started over and used your suggestions to find out what was happening. The happy part: the quest is now working, the compilation works fine. The sad part: CK is always a mystery so I know that in the future it'll give me new headaches... :laugh:

 

Thanks for your patience. :cool:

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