dvault101 Posted January 17, 2019 Share Posted January 17, 2019 Oh Gods (and Goddesses) of all things skyrim modding, a humble noob comes before you seeking wisdom.... I'm using the standard edition and have only the usual mods (DG, HF, HFmulti-kid, HFMKlastname, and Aspen Manor (kudos to its creator!)). So first, here's what i'm trying to do (so i can learn how to do other stuff :cool:)I want to add two commands (using dialogue conditions) as a new topic in BYOHrelationshipadoption. This part is mostly ok (see further down).I've created both spells and magic effects to perform shrink and grow, and (with only a small bit of hair-tearing) managed to create (and assign) packages for my adopted kids to grow and shrink when ordered (via a copy of the usemagic package, conditioned on the value of actorvariable 6, which I know controls which chore the kid does). If i directly cast the spells on the children, they grow or shrink properly. I've created the basic dialogue for them to "yes pa" or "i don't want to" like they do for other chores, but here's where i'm running into problems. problem 1 - Even though the dialogues refer to <Alias.ShortName=Child1> when I want to give them the order, for most of the children i get the wrong name. For example i could be talking to Francois and his dialogue says "Time to shrink, Hroar". How can I make the dialogue match the kid i'm talking to like the other lines in the quest do? The only other condition I have is GetIsAliasRef set to Child1 looking for 1. I'm thinking maybe this problem is related to problem #2. problem 2 - In looking at the existing commands, I see scripts that look like the first code block. To my admittedly limited knowledge, I would want to put this same script (with the right name) on my new dialogues and simply change the order number to 6 for them to shrink and to 7 for them to grow, which should then run the correct package. Unfortunately, the CK keeps refusing to compile with these errors (2nd block). How can I make this work? Any assistance appreciated...thx. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname BYOH_TIF__01007B38 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as BYOHRelationshipAdoptionScript).OrderToConfirm = 5 (GetOwningQuest() as BYOHRelationshipAdoptionScript).IssueOrder(akSpeaker) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ReferenceAlias Property Child Auto Quest Property RelationshipAdoption Auto Starting 1 compile threads for 1 files... Compiling "NewchoreDLG"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(9,18): cannot convert to unknown type byohrelationshipadoptionscript C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(9,18): cannot cast a quest to a byohrelationshipadoptionscript, types are incompatible C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(9,53): byohrelationshipadoptionscript is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(9,52): type mismatch while assigning to a none (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(10,18): cannot convert to unknown type byohrelationshipadoptionscript C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(10,18): cannot cast a quest to a byohrelationshipadoptionscript, types are incompatible C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\NewchoreDLG.psc(10,53): byohrelationshipadoptionscript is not a known user-defined type No output generated for NewchoreDLG, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on NewchoreDLG Link to comment Share on other sites More sharing options...
foamyesque Posted January 17, 2019 Share Posted January 17, 2019 The compilation errors are because the CK can't find the scripts in your scripts folder. Link to comment Share on other sites More sharing options...
dvault101 Posted January 18, 2019 Author Share Posted January 18, 2019 Thanks Foamyesque, however it seems I'm still stumped with these same errors. I think i may need to change tactics. Even though i'm making changes to the adoption quest, my plugin doesn't list HF as a master, and even when i added it manually, it still didn't "see" the information that HF uses, like the byohrelationshipadoptionscript that is in the hearthfire folder. It looks like the CK is looking at scripts that are in the scripts\source folder, and I don't think copying the scripts that are in HF to source is a good idea...(?) I'm going to see if i can figure out creating a new quest directly in my plugin, to mimic some of the mechanics in HF to see if i can make it work that way.... Link to comment Share on other sites More sharing options...
foamyesque Posted January 18, 2019 Share Posted January 18, 2019 If Hearthfire is working at all for you, the scripts are there somewhere. The CK doesn't require the source (*.psc) files of scripts you're dependent on in order to compile, just the *.pex executables. Link to comment Share on other sites More sharing options...
dvault101 Posted January 19, 2019 Author Share Posted January 19, 2019 Ok, slow but steady progress. The flash you may have seen earlier was the ole' light bulb going off. Problem 1 (wrong names) is now solved. Since I have more than two kids, the extra child shortnames are in slots 3 through 6 which are in the HFMK (duh!). HF works properly. I can order them home, outside, give gifts, etc and those all fire just fine. And I was able to add my dialogue to the quest and it now appears correctly, but it is when I try to script issuing my new orders that it refuses to cooperate. At one point I got the errors down to 4, but I haven't been able to replicate it. I think it had to do with adding properties to the script. I saw that in OrderHome / Yes, Pa. that there are two properties, Reference Alias Child1 under BYOHRelationshipAdoption and quest BYOHRelationshipAdoption. I added those to my new script and it still failed with 6 errors. You mentioned that the CK wants the pex executables, but i think there's a missing link. The dialogues in HF have psc scripts attached to them, and they submit my orders to the BYOHRelationshipAdoptionScript.psc in the HF folder which fires the appropriate package, so order 5 is available at night and tells the kid to go to bed early. So whatever pex drives BYOHRelationshipAdoptionScript is present and working (though I can't tell which pex that is). Link to comment Share on other sites More sharing options...
dvault101 Posted January 30, 2019 Author Share Posted January 30, 2019 Gonna chuck this approach in the junk folder :sad:. After figuring out that i needed to put the HF scripts in the source folder, I was able to get my scripts to compile, but they'd never grow or shrink like they were supposed to. The deeper I dug to trace the disconnect, the worse the kids behaved (so to speak). It got to where the default commands (go home, do chores, etc.) would be ignored as well. I think I've found a better approach via scenes... wish me luck! Link to comment Share on other sites More sharing options...
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