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[LE] ForceRefTo via Dialogue?


Feralkyn

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[solved] see bottom

 

Looking for a bit of help as I'm lost on Aliases!

 

What I'm trying to do:

 

- Add dialogue option to NPCs via conditions (so not specific/unique or custom Actors--available to all non-Essential NPCs that meet other conditions).

- One dialogue choice uses the NPC to fill a Reference Alias (a method for me to then add AI packages to any Actor filling these Aliases).

 

How I'm trying to do it:

 

- I have a Quest set up, with the conditional dialogue. I have a Reference Alias (Prisoner1) set up. Right now, its only ticked box is Optional (Allow Reserved is grayed out, for some reason). It's set up as Specific Reference: None, though this keeps unticking itself. I'm not sure what to set this as if it's to be set up to an NPC through dialogue--trying to fill Find Matching Reference, From Event, grays out the first tab which should offer dialogue.

- I have tried to enter a Papyrus fragment in the Topic Info, under Scripts, under End:

Prisoner1.ForceRefTo(akspeaker)

This is the only thing I've been able to find on it. I've also tried AliasPrisoner1 at the start. I know I'm missing something, probably messing up Object vs Reference Aliases etc.--I'm not too well-versed in these. Similar quests (such as Blades recruitment) in the base game include a RecruitREF; I don't know what that is/does/means.

 

What Happens:

"Starting 1 compile threads for 1 files...
Compiling "TIF__07034347"...
K:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__07034347.psc(9,0): variable Prisoner1 is undefined
K:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__07034347.psc(9,10): none is not a known user-defined type
No output generated for TIF__07034347, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__07034347"

With variations on this it tells me that ForceRefTo is not a function. I've also tried adding in the property reference manually, but it does not appear nor does it turn up in the tab (even after closing/reopening the window) for property selection. I'm sure I'm missing something very basic here. I've been scouring the net for the last few hours with no luck, so any help is appreciated. Thanks!

___

 

After fiddling, I accidentally found the "solution" through another non-working-but-should-be-working-script. Putting it here in case anyone else searches and finds the same issue.

 

The script was not allowing me to set the property for the Alias or recognizing literally anything because the fragment still had hidden, broken data in it. And editing the script directly just showed empty space.

 

As per this thread: https://forums.nexusmods.com/index.php?/topic/2557844-need-help-with-scripting-a-quest-fragment/ commenting out the fragment and adding a simple wait utility... well, failed, but allowed me to finally view and edit the actual script. I then deleted all code in it, put in and successfully compiled the Wait utility, added in the Alias property, and was then able to successfully re-add the ForceRefTo and compile it.

Edited by Feralkyn
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