Sebo85 Posted March 10, 2019 Posted March 10, 2019 So I have this interioir i build on my own and I wanted to have a secret room which is accessible by reading a note.I tried to get the walls disabled ofter reading the note and a doorway to be enabled after reading this note. Since I seem to be a complete dumba** in scripting, i could really REALLY need your help guys :D
DieFeM Posted March 10, 2019 Posted March 10, 2019 Add a new script to the Book, add 2 properties to the script, set them as ObjectReference, name them wall and doorway, and fill them by using "Pick reference from render window", then edit the script and write an OnRead event and, inside of this event write: wall.Disable() doorway.Enable() (one command per line).
Sebo85 Posted March 10, 2019 Author Posted March 10, 2019 Okay well in each property, I chose object reference in taps drop-down, name it wall (other one doorway) and write in "initial value" "pick reference from render window"?
DieFeM Posted March 10, 2019 Posted March 10, 2019 Don't set an initial value, click on the property then click edit, then click on the button named "pick reference in render window" to select the object from the render window.
Sebo85 Posted March 10, 2019 Author Posted March 10, 2019 I can't even create the property. Everytime I try, CK tells me something about compiling failure and doesn't save the property :/
DieFeM Posted March 10, 2019 Posted March 10, 2019 Well, it would be good to know what the compiler is telling you.If you are just adding properties I guess you don't have the source scripts of the base game extracted. You need to extract Base.zip in the scripts directory.If Base.zip is not present in the scripts directory you can reinstall/repair the CK form the Bethesda launcher, so the next time that you start the CK a prompt will appear asking if you want to extract it.
Sebo85 Posted March 11, 2019 Author Posted March 11, 2019 Yea well that's a thing a should've known before :D I'm gonna try it out when I'm back home. Thanks a lot!
Sebo85 Posted March 11, 2019 Author Posted March 11, 2019 Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "SebosLoftNote_Script"... G:\SteamLibrary\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Wall.psc(2,0): mismatched input '<EOF>' expecting SCRIPTNAME G:\SteamLibrary\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Wall.psc(0,0): error while attempting to read script wall: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. No output generated for SebosLoftNote_Script, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on SebosLoftNote_Script Thats the error which occurs when trying to add a property
DieFeM Posted March 11, 2019 Posted March 11, 2019 (edited) It seems like if you removed the header of the script, it should look like this: G:\SteamLibrary\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Wall.pscscriptname Wall extends ObjectReference Edited March 11, 2019 by DieFeM
Sebo85 Posted March 11, 2019 Author Posted March 11, 2019 SebosLoftNote_Script wall extends ObjectReference Event OnRead() wall.Disable() doorway.Enable() endEvent correct?
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