EmeraldHaze Posted October 12, 2018 Share Posted October 12, 2018 Hello! I'm trying to prototype some ideas that involve editing vanilla FO4 scripts, but have no experience with Papyrus (only with G.E.C.K. scripting). Here is what I want to do - determine if an NPC has a certain keyword, if so - advance quest.What I've tried for script mq03questscript (green text is vanilla, blue is mine): ;FailsafeIf MQ03FirstRaiderCount.value >= MQ03FirstRaiderTotal.valueSetStage(85)Endif If (DN092_EncA_R02.HasKeyword(MyKeword))SetStage(85)EndIf EndFunction Of course, the sript doesn't want to compile. Thing is - can't wrap my head around how Papyrus works - so alien.Read articles - too little examples. If I could make this work - I can continue the prototyping that might lead to a functional mod. If you would be so kind as to guide me in the right direction - I would be very grateful! Link to comment Share on other sites More sharing options...
Evangela Posted October 13, 2018 Share Posted October 13, 2018 Also post the compiler error, so no one has to guess what's wrong. I can only guess three possibilities for the error. 1. It has no idea what DN092_EncA.R02 is(Can either be one of those actors, or the markers), because it's not a property or variable.2. MyKeyword is not set as a property or variable, so HasKeyword will error.3. The script is on an object that isn't a quest, and therefor the compiler complains about SetStage, to which the quest needs to be called on that function. Link to comment Share on other sites More sharing options...
werr92 Posted October 13, 2018 Share Posted October 13, 2018 There's a step by step guide to Papyrus, simply read that. https://www.creationkit.com/index.php?title=Category:Papyrus And follow the advice Rasikko gave you. Link to comment Share on other sites More sharing options...
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