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Is it possible to make items enable after dialogue?


samv96UK

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Hey everyone,

 

At the moment i'm currently trying to make a house with rooms that can be improved/renovated like the houses you get elsewhere in the game. I was wondering if there is a certain papyrus fragment or script you can add at the end of a line of dialogue to enable an xmarker, which would be the enable parent of lots of initally disabled pieces of furniture?

 

Cheers

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You can do two things:

 

- set up properties for the dialogue fragment: objectreference property, call it myMarker, edit value, select your xmarker. Then write

myMarker.Enable()

in the dialogue fragment.

 

- or (better way imho), call a SetStage in the dialogue fragment and then do the above process in the stage fragment.

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You can do two things:

 

- set up properties for the dialogue fragment: objectreference property, call it myMarker, edit value, select your xmarker. Then write

myMarker.Enable()

in the dialogue fragment.

 

- or (better way imho), call a SetStage in the dialogue fragment and then do the above process in the stage fragment.

 

Thanks, but would you be able to explain the first step it in a little bit more detail please?

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Write something useless in the begin or end fragment, and put a ; before it (otherwise it won't compile). Click compile and now you'll see TIFxxxxxxxx on the right.

 

Right click on it, edit properties (if it's grey, click ok and reenter the dialogue, if still grey you might need to reload the plugin).

 

Click Add property, type ObjectReference, name myMarker. Then on the right click edit value and select your marker.

 

Click ok and delete the useless line. Write the script and compile.

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Write something useless in the begin or end fragment, and put a ; before it (otherwise it won't compile). Click compile and now you'll see TIFxxxxxxxx on the right.

 

Right click on it, edit properties (if it's grey, click ok and reenter the dialogue, if still grey you might need to reload the plugin).

 

Click Add property, type ObjectReference, name myMarker. Then on the right click edit value and select your marker.

 

Click ok and delete the useless line. Write the script and compile.

 

Thanks! Works great! :biggrin:

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