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Scripting question.... Please help!


Guest Messenjah

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Guest Messenjah

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 by Messenjah
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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
 
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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.

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