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Referencing a quest from a script


niston

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I have this:
Scriptname F4MS:F4MS_SkillTracker extends Quest
F4MS_SkillTracker is attached to quest "AM_qestMiningSkillTracker"
Then, in another script I have this:
F4MS:F4MS_SkillTracker Property SkillTracker Auto Const
In CK, I assigned "AM_qestMiningSkillTracker" to the SkillTracker property.
But at runtime, SkillTracker == none. Even tho it is assigned in the editor (I checked twice and then twice again) and marked Const.
In disbelief, I checked papyrus logs and found this:

error: Property SkillTracker on script F4MS:F4MS_MiningByPlayer attached to (FF0105EC) cannot be bound because <nullptr form> (FE002800) is not the right type
So that's why. Uhm yeah... But why???
F4MS_SkillTracker.OnInit() gets called; I print a debug message in that event and the message appears.
Edited by niston
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Ok, I'm getting slightly aggravated now.

 

Got a bunch of boolean const properties "DebugMode" that I set to true for debugging. Testing in Code If (DebugMode) etc yadda yadda.

 

This used to work fine.

 

It doesn't anymore.

 

No matter if I set these properties to false or clear them (default being false).... at runtime, DebugMode is true.

 

The save I'm loading from doesn't have my mod installed, so -besides them being const properties- there is absolutely no way they could somehow be baked into the save.

 

What in the hell ?!

 

It's like ever since I verified CK, stuff just breaks at random in the most crazy ways. What a waste of time.

Edited by niston
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