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[LE] Retroactive Necromage- need scripting help!


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Ok, having issues with it getting to load into the game. Made new quest, added in a "PlayerRef" under alias that pointed specifically to the player, shoved the example script into the last tab and compiled, made the FormLists... and still nothing.

 

Also, I just noticed that the "RaceSwitchComplete()", assuming if I understand it correctly, will NOT make the script run the way I want to; I want it to fire off once the player has both Necromage AND Vampirism (and, ideally, only once so it doesn't keep looping); it looks like RaceSwitchComplete() will only cause the script to run once the player becomes a vampire, and will not work at any other time. If a player gets Necromage later on, it looks like the script won't fire, and they'll "miss out," which more-or-less defeats the purposes of this mod.

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See attached.

 

Still using a quest with a quest alias filled with the player, but now there is an alias spell on the alias. This spell has two conditions: one that checks if the subject is a vampire, and another that checks if the subject has the Necromage perk. Since these are spell-side effect conditions, and the spell is a constant effect, they are run every second and will therefore detect when the conditions are met almost immediately.

 

Once the conditions are met, the spell will apply to the subject and the magic effect script will reset the player's perks and abilities. After completion, the magic effect script terminates the quest, which will release the alias. The script is also set up to only perform the reset once.

Edited by npdogg
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Thanks for the .zip. I'll check it out when I have time.

 

Can I also say that I'm starting to develop a deep-seated hatred of Papyrus and a strong desire to slap its creator with an overripe trout? What I'm trying to do seemed straightforward enough, so I don't understand why the script is making me jump through all kinds of hoops for something so trivial as, say, referring to the player. It's like some weird cancerous thing that doesn't exactly communicate with the rest of the game...

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Thanks for the .zip. I'll check it out when I have time.

 

Can I also say that I'm starting to develop a deep-seated hatred of Papyrus and a strong desire to slap its creator with an overripe trout? What I'm trying to do seemed straightforward enough, so I don't understand why the script is making me jump through all kinds of hoops for something so trivial as, say, referring to the player. It's like some weird cancerous thing that doesn't exactly communicate with the rest of the game...

 

I mean I don't think you can make it any simpler than Game.GetPlayer().

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I mean I don't think you can make it any simpler than Game.GetPlayer().

Yet it didn't work on the prior iteration of the script because, if I understand correctly, you can't straight up use it and expect it to work on an "extends quest" quest-based script without (at least) setting up the player as an alias in the relevant quest, and you seemingly can't use it to check or alter things on the player without converting it in some manner in the script itself.

 

IIRC, in older TES scripting, all you had to do was type "player", and the script understood it meant "the player character" without further jiggering of the script if you wanted to do things to the player.

Edited by Galcyon
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Yet it didn't work on the prior iteration of the script because, if I understand correctly, you can't straight up use it and expect it to work on an "extends quest" quest-based script without (at least) setting up the player as an alias in the relevant quest, and you seemingly can't use it to check or alter things on the player without converting it in some manner in the script itself.

 

IIRC, in older TES scripting, all you had to do was type "player", and the script understood it meant "the player character" without further jiggering of the script if you wanted to do things to the player.

 

It worked, you just did something else wrong. You never answered any of my questions about filling the script properties so I have no idea what the problem was.

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It worked, you just did something else wrong. You never answered any of my questions about filling the script properties so I have no idea what the problem was.

By showing you where I copy/pasted the script, I thought I was answering your questions. One of the first lines in it is "perk PROPERTY necromage auto." By having the script in front of you (even if it's under spoilers to save visual room), I thought that I could save us a bunch of QA rounds, and you'd be able to say "you mixed up the script here" or "script looks good, did you do XYZ for the quest?"

Edited by Galcyon
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By showing you where I copy/pasted the script, I thought I was answering your questions. One of the first lines in it is "perk PROPERTY necromage auto." By having the script in front of you (even if it's under spoilers to save visual room), I thought that I could save us a bunch of QA rounds, and you'd be able to say "you mixed up the script here" or "script looks good, did you do XYZ for the quest?"

 

No, when you add properties to a script you need to open the properties dialog in the CK for that script and either manually or automatically fill them in. Just compiling the script is not enough, and is most likely why it wasn't working.

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No, when you add properties to a script you need to open the properties dialog in the CK for that script and either manually or automatically fill them in. Just compiling the script is not enough, and is most likely why it wasn't working.

Ah. That also likely explains why the example script you provided wasn't working either. I can access the properties window via its tab in the relevant quest, correct?

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Ah. That also likely explains why the example script you provided wasn't working either. I can access the properties window via its tab in the relevant quest, correct?

 

You access script properties by right-clicking on the script and selecting Edit properties. There should also be a Properties button next to most script attachment lists.

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