TheCutSnake Posted November 23, 2017 Share Posted November 23, 2017 I've set up a holotape for the pip-boy and terminals to go with it. What I am trying to do is have a terminal option trigger a search for nearby power armor and change quest stages based on the result. The script I'm using is attached. When it is added to the terminal or the holotape it compiles fine, but I cannot get it to activate in-game. When I try to make the script extend the quest, I cannot compile at all. I've gone round in circles for a couple of days now and for the life of me cannot figure out what to do to make this work. Any help would be much appreciated. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted November 23, 2017 Share Posted November 23, 2017 how are you trying to call the function in this script? just attaching it to something doesn't do anything because the function inside isn't a recognized built in event. Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 23, 2017 Author Share Posted November 23, 2017 Thanks for your response. I was planning to call it during the quest via kmyquest.SDPAPowerArmorSearch() But I was unable to get the script to compile when attached to the script. I do not know how to call the function any other way, so if you know how I'd appreciate the info. It looks like the issue is the quest itself, as it isn't starting at all and I cannot even get it to work via console commands. Looking into it right now to see if I can figure out the issue. Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 23, 2017 Author Share Posted November 23, 2017 So it turns out the quest wasn't working because I'd not set the alias to optional. Also I was not testing with a 'clean' save until recently, which I've learned is important ;) I'm still interested in learning how to call a function outside of the quest (possibly via terminal?) BigAndFlabby, thanks again for your input. Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 24, 2017 Author Share Posted November 24, 2017 (edited) As it stands I'm activating the script via potion/magic effect which triggers on a menu option selected. I feel that this isn't the most efficient way to go about it, so if you've any advice I'd be happy to hear it. EDIT: Disregard this - it doesn't work either. Edited November 24, 2017 by Cut Snake Link to comment Share on other sites More sharing options...
SKKmods Posted November 24, 2017 Share Posted November 24, 2017 Appropriate script trigger depends on the user experience you are trying to deliver: how is this function used ? There are too many artefacts and events that can call a function to list. If your question is "how do i call the function from the many activator options" then you import the quest script as a property in to the calling script which would call: pSDPAInterfaceMenu.SDPAPowerArmorSearch() Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 24, 2017 Author Share Posted November 24, 2017 SKK50, thanks for your help. What I am trying to do is have a terminal selection call for the search for power armor. If I attach the script to the terminal or the holotape, it compiles fine. The issue is that I am unable to get it to trigger - ie onactivate or some other method. If I attach it to a quest, or in my most recent attempt, magic effect, it simply won't compile. I'm under the impression it's related to 'extends objectreference' vs 'extends quest' Your suggestion I import the 'quest script' as a property may work but I'm unable to get it to work as one. I assume the property I would add in that case would be quest property. Is there another property I should be looking for since mine isn't a quest script? I've tried terminal and objectreference and scriptobject with no luck so far. Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 24, 2017 Author Share Posted November 24, 2017 So I've managed to get it to compile as a script quest. I'm unable to paste to the message box for some reason so I've added it as a text file. Much thanks to SKK50 and BigAndFlabby. I used to be quite good at modding FO3 and NV, had no idea it would be so difficult for me to adjust to FO4 scripting. I've been learning while pulling out my hair so it's all good :D Link to comment Share on other sites More sharing options...
Evangela Posted November 24, 2017 Share Posted November 24, 2017 Better to just put that script in a code tag. I'm not downloading that. Link to comment Share on other sites More sharing options...
TheCutSnake Posted November 24, 2017 Author Share Posted November 24, 2017 I don't blame you, internet safety and all that. I don't know how to put it in a code tag or I would have. Link to comment Share on other sites More sharing options...
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