clintmich Posted March 3, 2012 Share Posted March 3, 2012 I have created an item that when you pick it up it is supposed to add 50 gold to your inventory. I know how to make simple scripts for oblivion and FNV, but papyrus is giving me some issues. Here is the script I have, but it just won't compile. ==============================================Scriptname aGenieGoldScript extends ObjectReference Event OnActivate(ObjectReference akActionRef)game.getplayer().additem(gold001,50)endEvent ============================================== If anyone can tell me what is wrong and help me get it working it would be much appreciated. Thanks Link to comment Share on other sites More sharing options...
tunaisafish Posted March 3, 2012 Share Posted March 3, 2012 Add this line somewhere...Form Property Gold001 auto(and then set it in the CK) This tut by Cipscis explains why the FormID names no longer work. Link to comment Share on other sites More sharing options...
clintmich Posted March 3, 2012 Author Share Posted March 3, 2012 Ok I added that line. The script compiled and I was able to save. But the script still isn't working in game. I pick up the object, and nothing happens. It should add 50 gold to the player. But I get nadda. I'm sure theres something stupid I'm missing. Link to comment Share on other sites More sharing options...
clintmich Posted March 3, 2012 Author Share Posted March 3, 2012 SOLVED!!!!!!!!! Ok I got the script working. Instead of using the line you suggested "Form Property Gold001 auto" , I used "MiscObject Property Gold001 auto" then I was able to select Gold001(in the Pick Object dropdown window) in the properties section. Heres my working script: ============================================Scriptname aGenieGoldScript extends ObjectReference MiscObject Property Gold001 auto Event OnActivate(ObjectReference akActionRef)game.getplayer().additem(gold001,50) Debug.messagebox("SKYRIMS UNIQUE TREASURES You have found a unique lamp. You rub the lamp expecting to see a genie appear, but instead you have been granted some gold coins!")endEvent ============================================ Thanks tunaisafish for pointing me in the right direction to solve this issue.Cheers and Kudos Link to comment Share on other sites More sharing options...
tunaisafish Posted March 3, 2012 Share Posted March 3, 2012 ah... you can't just choose to have a baseform as a property. That sucks.Thanks for reporting back with the 'proper' solution :) Link to comment Share on other sites More sharing options...
clintmich Posted March 4, 2012 Author Share Posted March 4, 2012 Well, when I used "Form Property Gold001 auto" it still compiled and the script saved with no problem. A Pick Object dropdown window became available in the properties section. But all that was in the dropdown was 2 selections. CommandingActorPersistanceForm and PapyrusPersistanceForm. I'm unsure what these functions even do. Link to comment Share on other sites More sharing options...
tunaisafish Posted March 4, 2012 Share Posted March 4, 2012 I don't recognise those either. Not accepting a Form led to a better solution in my case anyway (well more future proof) :)It will accept a FormList, so I can add the stuff that I want the player to start with in there, and the additem syntax doesn't even change.I only wanted an instruction book for now, but later can add things like menu_widget, poison_apple or whatever... Link to comment Share on other sites More sharing options...
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