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Preface: I am going to simplify my scripts to ease troubleshooting. I have script "A", which is used to declare properties that global functions in script "B" can use. Script "A": ScriptName rsAPI_Properties Extends Quest {Contains all the properties for rsAPI scripts} MiscObject Property myMiscObjectProperty Auto Script "B": ScriptName rsAPI_Functions Extends Quest Hidden {Contains all the functions for the rsAPI scripts} ;This function gets the forms from Script "A" rsAPI_Properties Function GetFrameworkProperties() Global return (Game.GetFormFromFile(0x294A97, "MyPlugin.esp") as Quest) as rsAPI_Properties EndFunction ;This function gets a specific form from Script "A" with the help of the above function. MiscObject Function GetMiscObject() Global return GetFrameworkProperties().myMiscObjectProperty EndFunction ;This function is an example of how I would like to handle the miscobject passed from Script "A" Function GivePlayerMiscObject(int howMany) Global Game.GetPlayer().AddItem((GetMiscObject()), howMany); I have tried declaring a MiscObject outside this command as well, but neither worked. EndFunction The second function in Script "B" is used to return a miscobject, but it only returns NONE. This way of obtaining a property from another script seems to only work for certain types of forms. The properties have been defined in the CK in Script "A". Any pointers papyrus wizards? p.s. The reason I am approaching it this way is because Script "A" and Script "B" are an API of sorts. I want to use a function in Script "B" that references properties in Script "A" after passing parameters directly from Script "C", which would utilize the third function in Script "B" like this: Script "C": ScriptName GivePlayerItem Extends Activator {Utilizes the rsAPI framework to give the player 2 MiscObjects} Event OnActivate(Actor akActionRef) rsAPI_Functions.GivePlayerMiscObject(2) EndEvent Has anyone had any luck returning a form aside from Globalvariables in this context?
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Star-mystyk did a great job with their mod "No Companion Junk Comments". http://www.nexusmods.com/fallout4/mods/10365/? <-- Seen here. But.... they left in all the "nice" comments that companions make about the items you pick up. And if you read the description and posts pages, you can see that the mod author seems to have zero plans to change this. For example, they said: "Those ones are in a different list which I left unedited on purpose, as IMO, it's not as annoying." [<-referencing the "nice" comments] and "Sure, I could do several more versions (for shipment comments, workbench comments, an all-in-one junk/shipment/workbench) but I don't particularly want to as neither of those annoy me enough to have them in my game." But with as much as I pick up, and I'm sure for others as well, it gets highly irritating when companions constantly want to make comments about it, whether they're nice or rude. Can someone please remedy this? Please comment if you think this is a good idea! Let's keep this on the front page of mod requests! Also please comment if you are willing to work on this. :laugh:
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Hey everyone, so these messages have appeared in my papyrus log: [03/14/2014 - 05:31:38PM] Warning: Assigning None to a non-object variable named "::temp3"stack:[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.TestForSwap() - "DialogueSwapGovernmentAliasesScript.psc" Line 66[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.OnUpdate() - "DialogueSwapGovernmentAliasesScript.psc" Line 45[03/14/2014 - 05:31:38PM] error: Cannot call IsInFaction() on a None object, aborting function callstack:[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.TestForSwap() - "DialogueSwapGovernmentAliasesScript.psc" Line 66[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.OnUpdate() - "DialogueSwapGovernmentAliasesScript.psc" Line 49[03/14/2014 - 05:31:38PM] Warning: Assigning None to a non-object variable named "::temp3"stack:[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.TestForSwap() - "DialogueSwapGovernmentAliasesScript.psc" Line 66[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.OnUpdate() - "DialogueSwapGovernmentAliasesScript.psc" Line 49[03/14/2014 - 05:31:38PM] error: Cannot call IsInFaction() on a None object, aborting function callstack:[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.TestForSwap() - "DialogueSwapGovernmentAliasesScript.psc" Line 66[DialogueFalkreath (0004D78E)].dialogueswapgovernmentaliasesscript.OnUpdate() - "DialogueSwapGovernmentAliasesScript.psc" Line 53 I uninstalled a mod ( (I know, terrible move), and since it created its own npc for Jarl Siddgeir in Falkreath, that npc is now gone and the dialogue scripts attached to it now have no npc to reference. The vanilla Siddgeir is still there, but it seems like the scripts don't recognise him. I think I have to fill the aliases with the vanilla npc ids, but I don't really know how to do that. Is there a way to get the script to detect the vanilla Siddgeir npc so it can stop bloating the papyrus log, or will I have to carry on or start a new game? Any and all input would be tremendously appreciated. Cheers everyone!
