WreathOvStone Posted April 2, 2021 Share Posted April 2, 2021 Hullo, I'm very new to modding, so new I don't often know the questions to ask. I'm trying to make my fellow follow after a bit of dialogue but I get this error: mismatched input '\\r\\n' expecting RPAREN Please tell me what I've done wrong, I can post the rest of the error message but I assume this is the only relevant part. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 2, 2021 Share Posted April 2, 2021 Well the message is saying that it is expecting a right parenthesis some where. But without the code itself and the complete compiler error, I would be unable to pinpoint the exact problem. All I can say at this point, check your code and make sure that all your left and right parenthesis are matching and in the correct locations. Link to comment Share on other sites More sharing options...
WreathOvStone Posted April 2, 2021 Author Share Posted April 2, 2021 (edited) Ah this is what I meant by not knowing the right questions. Sorry. This will give me the 'Expecting RPAREN' Error: Lloyd.AddToFaction(CurrentFollower) (Hri0TheAgentFollower as Hri0TheAgentController).SetFollower(akspeaker) GetOwningQuest().SetStage(30) Lloyd.SetRelationshipRank(Game.GetPlayer(RelationshipRank(Game.GetPlayer(), 3) > Complete Compiler Error: [Starting 1 compile threads for 1 files... Compiling "Hri0_TIF__0511C04D"... E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(15,78): mismatched input '\\r\\n' expecting RPAREN No output generated for Hri0_TIF__0511C04D, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Hri0_TIF__0511C04D] > If I take out .SetRelationship Lloyd.AddToFaction(CurrentFollower) (Hri0TheAgentFollower as Hri0TheAgentController).SetFollower(akspeaker) GetOwningQuest().SetStage(30)> Starting 1 compile threads for 1 files... Compiling "Hri0_TIF__0511C04D"... E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(9,0): variable Lloyd is undefined E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(9,19): variable CurrentFollower is undefined E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(9,6): none is not a known user-defined type E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(11,1): variable Hri0TheAgentFollower is undefined E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\Hri0_TIF__0511C04D.psc(11,22): cannot cast a none to a hri0theagentcontroller, types are incompatible No output generated for Hri0_TIF__0511C04D, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Hri0_TIF__0511C04D Edited April 2, 2021 by WreathOvStone Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 3, 2021 Share Posted April 3, 2021 (edited) The SetRelationshipRank line does not have enough right parenthesis. You need two more right parenthesis. You need to create properties for the undefined variables and fill those properties with the correct data. Unfortunately for script fragments you cannot add the properties until the script fragment has been created. Link to pre-written instructions: https://forums.nexusmods.com/index.php?/topic/2557844-need-help-with-scripting-a-quest-fragment/&do=findComment&comment=22435329 When following the linked instructions, since you already have code written, just comment out the code with semi-colons ";" until you get the properties set up. EDIT: wrapped the semi-colon with quotes instead of parenthesis due to auto-emoji conversion Edited April 3, 2021 by IsharaMeradin Link to comment Share on other sites More sharing options...
WreathOvStone Posted April 3, 2021 Author Share Posted April 3, 2021 (edited) "Compile the script fragment.OK to close out the questRe-open the quest.Go to the stage, click on the properties button and add your properties.Replace the place holder text with your fragment codeCompile" So if I'm understanding correctly, those variables that are undefined in my 'Fragment are defined in Quest Stages:by annotating them with ; in the Papyrus Fragment(in player dialogue) then referencing them in Papyrus Fragment (Quest Stages).I don't know how to do that, but I've been using the Creation Kit wiki, I assume the answer is in there? Edited April 3, 2021 by WreathOvStone Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 4, 2021 Share Posted April 4, 2021 No. You do not understand correctly. See the notes here perhaps they will help: https://www.creationkit.com/index.php?title=Quest_Stage_Fragments Link to comment Share on other sites More sharing options...
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