Guest Messenjah Posted March 27, 2013 Share Posted March 27, 2013 (edited) So, I'm trying to get back into Skyrim modding and started re-working some of my scripts today. Here is my dillema: Scriptname ASXProstSexTriggerSCRIPT extends ObjectReference Quest Property ProstQuest Auto Actor Property NPC01 Auto Actor Property NPC02 Auto Actor Property NPC03 Auto Event OnTriggerEnter ( ObjectReference NPC01) if (NPCQuest.GetStage() == 10) NPCQuest.SetStage(20) Endif EndEvent So the issue is that I need the OnTriggerEnter event to check if NPC01 OR NPC02 OR NPC03 enter the trigger box. Normally, this is how I would do it: Event OnTriggerEnter NPC01REF || NPC02REF || NPC03REF if (NPCQuest.GetStage() == 10) NPCQuest.SetStage(20) Endif EndEvent However, this doesn't seem to work... how do I accomplish this? Also, I have a script attatched to a quest, how do I remove it? I try to remove it and it keeps coming back, I try to manually delete it from the script folder and then my quest comes up with errors. So what do I do to remove this? Edited March 27, 2013 by Messenjah Link to comment Share on other sites More sharing options...
Pevey Posted March 27, 2013 Share Posted March 27, 2013 One way would be to add another if/then layer that checks to see if the NPC that triggered the box was one of the NPCs you're looking for. Event OnTriggerEnter (ObjectReference NPC) If (NPC == NPC01 || NPC == NPC02 || NPC == NPC03) If NPCQuest.GetStage() == 10 NPCQuest.SetStage(20) EndIf EndIf EndEvent Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 27, 2013 Share Posted March 27, 2013 Also, I have a script attatched to a quest, how do I remove it? I try to remove it and it keeps coming back, I try to manually delete it from the script folder and then my quest comes up with errors. So what do I do to remove this?Go into the quest & every location that the script is assigned. Clear all property values. Then remove the quest from each form. That will remove some errors from your papyrus log. If you don't start a new game you may still get some errors, but at that point they *should* be harmless unless the error is indicating that it is using script data from the save game. You may need to require your users to start a new game when they update to totally remove any related errors. There is one possible other option for existing games, do everything as above but leave the script assigned and clear the guts of the functions & events. This would keep the functions and events present that the save game is looking for, but prevent anything from actually happening should they get triggered. That is provided your previous script version wasn't leaving the player with some sort of script loop going on, this too would still leave errors related to that most likely. Then again those are only my experiences. There are those who I'm sure would have something different to say. Link to comment Share on other sites More sharing options...
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