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I have a mod that has a quest primarily for alias that are filled. In a papyrus script I bring up a messagebox with selections that apply to the current NPC. I know the messagebox has to be owned by the script. I want to be able to display some if not all of the following in the text of the message #1 The NPC name if possible ? I could fill an alias Variable with the name but I need to know how to display that Variable in the messagebox text #2 The Index number of the NPC (what slot is filled 1 - 20 in the alias which are "person1" - "person20") every Alias also has a quest script Variable "posnum" that has the corresponding number 1 - 20 If someone with more experience then I in this area could give me a couple of pointers that would be great. Thank You
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So, I'm trying to add a lot of functionality into DLC1NPCMentalModel, the quest that handles Serana's behavior and opinion of the player. To do so, I first created a script extending DLC1_NPCMentalModelScript and added it to the DLC1NPCMentalModel quest. I then removed the original script, since I would have access to all of its functions and properties anyway in the child script. I got to work on adding some new functions that I felt would be useful into the extended script, and quickly found that I would need to recreate the variables of the parent in the child as they cannot be seen by the child. This fixed compilation issues I had been running into when trying to copy/paste parent functions into the child script with the intention of modifying them there. However, I've noticed some problems... When entering sqv DLC1NPCMentalModel, two of every variable is shown. I assume that it is something along the lines of both the old parent variable and the child variable being called up, but I am not sure.Also when entering that same thing into the console, all the variables are still shown as having the value defined in the parent (DLC1_NPCMentalModelScript). For instance, I wanted to expand the axes min/max to -5/5 rather than -3/3, and make the assessments go from -5.0/5.0 rather than 0.0/10.0, and so I set them as that in the child. But pulling up the quest in the console still reads "__axisMin = -3, __axisMax=3, __assessmentMin = 0.0, __assessmentMax = 10.0". Note that each of these is repeated twice as mentioned above, using the parent value of -3/3 0.0/10.0 each time. Even if it is printing both the parent and child, only the parent variable's value is getting through.At least one function doesn't want to work when overridden in the child script. The function "Setup()" does not seem to run when I create a slightly modified version of it in the child script, and on game start all properties that SHOULD be given values (for example, AxisGuardedToOpen should start at -1) are just 0. Also, the boolean "__isSetup" is still False, so clearly it never ran the override function OR the parent one. If I rename the overriding function to SetupBlah() just to get it back to using Setup() from the parent, it runs that function fine, but there's still the duplication and parent values being shown...I decided to test a possible explanation to this by adding a prefix to all the child variables and making overriding functions consistent with those new prefixed variables, to see if it changed the output. It did - all the prefixed variables were set to the right values by Setup() and the changes I made to the minimums and maximums were there, too. The parent variables, no longer touched by Setup(), were just set to either 0, empty or whatever was present in the parent script itself. This is frustrating - do I really have to just create an entire parallel structure to get around this? It may just be that sqv is at fault, and the underlying structure is as I intend it to be. But if that's not the case, I don't think allowing the possibility for parent variable values to be used instead of the updated child ones is acceptable... and if the only solution to that is to create a whole new renamed set, it would mean I have to override every function to ensure only the new variables are dealt with, while the parent ones get left alone. Seems like it defeats some of the purpose of extending a script in the first place. Edit: To further complicate things, I believe I might have to even create parallel versions of some properties... if I understand the wiki correctly, I cannot override things that a property does in a child, unlike a function. If so, since the get/set functions of the parent for some properties call on variables only in the parent, these wouldn't be consistent with stuff done in the child script and thus I'd need to make new properties entirely under different names to serve the same purpose, but instead interact with the child variables instead. This also means any checks using the affected variables in certain topics would need to be changed to used the new, prefixed properties... there's got to be an alternative here. I'd rather not touch the vanilla script, but if the only way to avoid that is all this renaming, then it's a pretty rough choice.
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Say I have a scripted NPC type object with over 1000 references in the world.How would I make it so I can store in the savegame file the variables info for each reference of the object in the world.For example,if I have a "int DoOnce"(and a block of code that repeats only once) in the script,can I make it so every reference in the game has its unique DoOnce variable value stored in the save file,is it possible?
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Can someone please help me reset this quest?
VirtualVictory posted a topic in Fallout 4's Discussion
I'm trying to reset Mama Murphy's quest. She gives it to you upon first speaking with her. I told her she shouldn't continue taking chems before I crafted her chair and now I would like to reset it. It's been 2 weeks now and I'm still desperately searching for help as I don't want to continue with the story until it's reset. All I'm asking is for someone to explain to me how I would type some commands and variables into the console o The Information: The quest base ID for Mama Murphy's 'The Sight' quest is EBE71. The FormID for her quest is MQ00MAMAMURPHY. These are the quest objectives: 10 Bring Jet to Mama Murphy 20 Build Mama Murphy's chair in Sanctuary 30 Bring Mentants to Mama Murphy 40 Bring Med-X to Mama Murphy 50 Bring Buffout to Mama Murphy 60 Bring Psycho to Mama Murphy These are the quest stages that I currently have completed: (not set) 80 (not set) 85 (not set) 90 (not set) 200 (not set) 220 (not set) 225 (not set) 230 (not set) 240 (done) 500 (not set) 700 (done) 900 (not set) 1000 (not set) 2000 I clicked on Mama Murphy (her reference is 1a4d8) and typed "ShowQuestVars EBE71." Many variables came up relating to the quest that I am hoping someone can explain to me. This is everything that came up: ---papyrus---------------------------------- mq00mamamurphyscript: script state = "" Ungrouped Auto Properties: Mama Murphy = Alias Mama Murphy on quest MQ00MamaMurphy (000EBE71) NPCChairMamaMurphy = (184E5A) var_GoingCleanAttempt = 0 var_MamaInChair = 0 var_SightRest = 0 Workshop Parent Const: = WorkshopParent (2058E) Variables: GoingCleanTimer = 20 UsedSightTimer = 10 (9 Aliases for quest MQ00MamaMurphy (000EBE71) ---Quest State---------------------------- Enabled? No State: Stopped Current Stage 900 Priority 50 TYPING "RESETQUEST EBE71" AND "SETSTAGE EBE71 10" IS NOT WORKING FOR ME. When ever I try to reset it and set the stage to 80 or 10 (I'm unsure which one) it just won't set, I was hoping someone would know why. What I'm asking: 1.) I'm asking what the command or variable is that adds Mama Murphy's chair to the build menu. 2.) Is it possible to set a quest stage that's lower than the one you've completed most recently? 3.) What's the difference between quest objectives and quest stages? One is listed in the pip-boy and another is behind the scenes. 4.) Does it matter whether I use the base ID of the quest or the formID? Example: EBE71 or MQ00MamaMurphy 5.) How do I restart the quest to change "stopped" to "running?" The best case scenario would be having her reset as if I've never spoken to her before and start her quest again but you and I both know that's not going to happen. Thanks to Zeyphir, I found a global variable that allows you to get the special sight information: "set playerknowsthesight to 1/0." However, I would like to know the command to add Mama Murphy's chair to the building menu.- 5 replies
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Hi guys, In my wolverine mod (Adamantium) the claws (got permission to use the claws from its creator) I use are an armor and I would like to replace the sound of the punching (bare hands) to a sword sound. I know this can be done by editing the Havoc Variables (read up on it a while back), so I do something along the lines of: if the Adamantium claws armor piece is equipped then sword sound plays on bare hands fighting animation and if claws are not equipped then the normal punching sound plays. I found vague info on Havoc Variables but I can't find something solid on how to actually edit them. Can someone help me (even if its just to point me in the right direction is fine)?
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OK, I've systematically gone through each of my installed mods, disabling each one one at a time, but I still have this weird problem where rather than showing the intended text, it shows variable names like sMagic instead of Magic, or things like that, and some messages are altered as well. For example, "You should rest and meditate on what you've learned" becomes "Ready to level up!" and "You failed to cast the spell" becomes "sSkillFailed". What's weirder is that the game is now calculating things differently, too. Travel services now cost several hundred gold, with the exception of teleporter mages, and instead of taking 10 skills to level up, it's an odd randomly-chosen number between 5 and 8. Whenever I try to pick a lock, no matter what the level or my skill, it always fails and says "Your chance to pick the lock is zero" instead of "Lock too complex". Also, I'm getting a bonus multiplier for every skill instead of every two skills, allowing me to level up to 10 points at a time instead of 5 per attribute. I'm not sure if this is related or not, but a lot of doors and chests have been translated into German, but I'm sure I didn't download any German mods. Does anyone know how to fix this? Do you know what mod is doing this? Or does anyone have a script I can use to reset how the game calculates the levelling and lockpicking? What else is weird is I can't join the thieves guild, even though most of my thief-related skills are 30 and up. Any help would be greatly appreciated.
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I am having some problems with a script that I am trying to edit. This is the Message that I received: Too few variables in MessageBox parameters; expected 9, found 0 All that I am trying to do is add a button to a MSG that brings up instructions Script After Edit: elseif ( MenuItem == 5 ) ShowMessage aaBMHECCOchemStatsMSG elseif ( MenuItem == 6 ) Endif Endif Endif End Script Before Edit: elseif MenuItem == 5 Endif Endif Endif End Also: int MenuItem The 5 was the Exit button and now the 5 is the Instructions button and the 6 is the Exit button. No other modifications were made and the script worked flawlessly prior to edit, any help would be greatly appreciated. TimeShadow
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just a quick one you guys have probably figured out ths already when I was playing around with the values in the CK you may have noticed i, f, s before a variable these simply mean i=integer f=float(anything with a decimal point) and string which is text. the integer can often be a flag state for example 1 being on and 0 being off hope this helps!
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Hey guys! I created a mod, Dwemer Colosseum (link below), and realized something. I have a lot of errors in the papyrus log!!!!!! I think this happened due to the improper removal of papyrus variables that were no longer used/necessary. How can I properly phase out these variables? Unfortunately, I never knew if there was a proper way to handle these things or not. Anyone know what would stop these errors+how? As you can see, most of it is mine (anything that says DC...) and I'm sorry Q.Q EDIT: the full papyrus log was too large to post. Grabbed few different types of common logs regarding my stuff.
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I am trying to make a terminal that controls the silo door from Lonesome Roads Hopeville's silo it works and is fine, but I'm having trouble using the variables that make the options to open and close appear when they need to. I don't want both to be on the screen at the same time but to use variables as follows.. Only display the Open Command when the it is closed. Only display the Close Command when the it is open. And switch the two when its activated. Anyway if that makes sense.
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I recently started modding using the Geck. I'm still inexperienced but i've managed to extract textures, meshes and modifying stats armors weapons and editing/creating object effects, lists, perks, npcs, armors items etc. My goal is mainly personal use and is to add all if possible cut content to the best possible. I know a little bit as I managed to assemble the famous Cryolator into the game. (Not pefect some data is missing like a unique weapon sound and projectile attack.) My current problem that I for the higher beings cannot get to find help and cannot edit in the geck is variables or (var). My conundrum is that I modified the workbench (scripts messages item counts removal etc). TLDR I made schematics for the Cryolator and finished the ThestPhil Trench Knife Schematics and they are now regular valid ones like the other craftable weapons. The workbench lets you create them and works just like the normal original one checking schematics weapion conditions get player item counts the messages involved and removing the items upon successful creation as if they were in the base game like they were meant to be. The problem is the workbench has (Var) which add to the count for the craftable weapons. I went to the global section were the Vars are which indeed has the craftable weapons specific varcount the workbench script uses but I cannot edit delete or add a new var for the Trench Knife and Cryolator. This causes script errors when i attempted to replicate them using the original workbech script The geck would not compile or save the script due to missing Varcounts for those new weapons. I had to omit those and set the weapon condition to 100 always because i cannot use the varcount variables for the schematics upgrades. tldr How can i add new var count for those weapons? I am stumped there and I have not been able to figure it out... I cannot find help anywere on the geck wiki here on google or the new geck wiki by the community. Please help me on this one. I want to try and do things on my own and see how far I get but this one has been a solid adamantium wall to my face. I'll appreciate the help I can get.
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I am trying to create quests for a mod I’m working on together with someone else. They are easy gathering and kill quests I’ll create before starting on some more complex forms with scenes and large setpieces. I've already created some working quests before, but they stopped working for some reason, either because it misses scripts or because we merged the file. Now I’m trying to create similar quests as before, but now they no longer seem to work. This isn’t the bug which is solved by reloading the save and both of us have tried to get them started. These are the problems I’m facing: 1) Quests won’t startThe quests I have are all Start Game Enabled with dialogue checking whether it is the correct npc and if the stage is still correct. I have done the exact same setup as the Bethesda quest-tutorial ( http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest ), yet for me it doesn’t work. The stages are 0, 10, 20, 200, 250The dialogue only shows up when the stage is below 10 and the ID of the speaker is correct. 2) Items aren’t counted, variables show up as [...]/[...]This happens in the same quest, I’ve used the exact same code as the Ivarstead quest about bear pelts. I’ve setup the global and quest variables exactly like the Ivarstead quest. 3) Guards will not arrest me and send me to jail.This problem is somehow only happening to me and not for others testing the mod. When I’m apprehended by a guard and given the 3 options, the goto jail version just sends me into a recursion of the dialogue (“What is the problem?”). Below you’ll see my stage setup, scripts and dialogue setup. I hope this will make everything clear. STAGES:Stage 0: (Start Up Stage) Stage 10:SetObjectiveDisplayed(10)pQuestScript.ObjectsCounted() Stage 20:SetObjectiveCompleted(10)SetObjectiveDisplayed(20) Stage 200: (Complete Quest)SetObjectiveCompleted(20)SetObjectiveDisplayed(200)pQuestScript.EndSwap()Stop() Stage 250:FailAllObjectives()Stop() OBJECTIVES: Stage 10:<Global={ObjectsCurrent}>/<Global={ObjectsTotal}> ;Set as 0/8 at the start Stage 20:Return to Questgiver ALIAS:QuestgiverAliasRewardAliasObjectAlias DIALOGUE:QuestViewBranchStart – MeetingTopic - > Accept/Decline Stage < 10, ID = QuestgiverBranchComplete – Goodbye Stage == 30, ID = QuestgiverAdditem(gold), addref(reward) SCRIPTS: Scriptname QuestScript extends Quest GlobalVariable Property pGlobalObjectCount Auto Conditional GlobalVariable Property pGlobalObjectTotal Auto Conditional FormList Property pObjectFormList Auto Conditional Quest Property pQuest Auto Conditional Function ObjectsCounted() float CurrentCount = Game.GetPlayer().GetItemCount( pObjectFormList) pGlobalObjectCount.Value = CurrentCount UpdateCurrentInstanceGlobal(pGlobalObjectCount) if CurrentCount >= 8 pQuest.SetObjectiveCompleted(10,1) pQuest.SetObjectiveDisplayed(20,true,true) elseif CurrentCount < 8 pQuest.SetObjectiveCompleted(10,0) pQuest.SetObjectiveDisplayed(20,0) pQuest.SetObjectiveDisplayed(10,true,true) endif endFunction Function EndSwap() int ListSize = pObjectFormList.GetSize() int CurrentObjects = 0 int ObjectsLeft = 8 while CurrentObjects < ListSize && ObjectsLeft > 0 Form CurrentItem = pObjectFormList.GetAt(CurrentObject) int ObjectCount = Game.GetPlayer().GetItemCount(CurrentItem) if ObjectCount >= ObjectLeft ObjectLeft = 0 else ObjectLeft -= ObjectCount endif Game.GetPlayer().RemoveItem(CurrentItem, ObjectCount) CurrentObject += 1 endwhile endFunction
