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Mysterious Mr. Bear

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Everything posted by Mysterious Mr. Bear

  1. Glorious. It's working. Lesson I have learned: Spending a day of college grinding away at one problem does not result in it getting solved faster, it results in you making a thousand tiny mistakes you normally don't. Thankfully they are all fixed... for now.... Thankyou everyone for help and patience, and sorry for my idiotic spam... though I will not apologise for the dog picture, because it's pretty funny. Mysterious Mr. Bear :D
  2. Made a new object... no dice. What have I done wrong?? That was a genuine question, not a down on my knees, shaking my fist at the sky, scream of despair to the god of modding himself. Actually, it was both. EDIT: .... this script extends a quest, I see. As in, a quest that is not an object, I see. And this thing I have been attaching it to is not a quest, I see. But an object. I see. Interesting. Very interesting.
  3. GOOD SWEET LORD OF MERCY. It's STILL not working!!! How long is this going to MESS up for??? I have attached both scripts to objects, auto-filled BOTH scripts properties (and checked the were right), both scripts are RUNNING, but IT'S STILL NOT DETECTING THIS NUMBER AS A MINUS NUMBER!!!! Right. I was still getting the daily messages BEFORE I followed these steps of object-attaching and property filling, and I still get it now. However, I added an activate event to the script that detects the minus number (the one that is not working) and yet when I activate the object, nothing happens. When I run ShowVariables, It comes up saying no papryus scripts are attached. Even with a clean save. There is surely some tom-foolery here, yet when I open the base object the script is attached and autofilled there, and when I open the reference the script is attached and autofilled THERE. I'm going to try with a new object. But please for the love of god, let this work, because this is such a small little thing and it's held me back longer than everything in the mod combined. Eagle, do you have that video on youtube or anything? Cos I'd love to see it, just to check I'm not being an idiot.
  4. Holy-waste-of-time, batman! After ALL of this time, it turns out, by going into the CK and mapping the property of "charter" in my very original script I posted here, it would have fixed all of this from the start. The issue was that my script making these changes was linked to my script holding my variables via this "charter" property- by simply attaching my script making the changes to an object and assigning this property to the correct object in the CK, it would have worked fine without globals! Ah well eye, at least it will work now I have followed Eagle's advice We really need a stickey''d "hints and tips" thread here, for all these little traps and potholes to trip up on that are too small to mention in a lesson or an indidual thread... but thankyou everyone, I swear this website patches up and fixes 50% of the scripts I make
  5. Ah of course!!! I forgot that things like references, objects, and apparently globals all had to be linked with the CK... I spent about a day finding that out when working with object enabling! Bloody hell... right, I'm going to add all of this globals the official way then eye ya yeye.... I'd forgotten what working on the CK is like. If I'm not fixing a problem, I'm probably fixing a solution! Thanks very much, sometimes it's these small little things that trip people (and bears) up. I'll post back here if it works (though I'm presuming it will, cant see anything else that could go wrong as williesea has ironed out a lot of possible problems allready...)
  6. Right, my new script works as follows. I have declared all the global variables, as GlobalVariable Property AAMBMaterialsGBL Auto GlobalVariable Property AAMBMaterialsPROGBL Auto ect I have then declared all the variables as float Materials float MaterialsPRO ect I have then put the following at the start of the script Materials = AAMBmaterialsGBL.getvalue () MaterialsPRO = AAMBmaterialsPROGBL.getvalue () ect and this at the end of my script AAMBMaterialsGBL.setvalue (Materials) AAMBMaterialsPROGBL.setvalue (MaterialsPRO) ect The script works as usual when I activate the activator, and I can go through the menus and the variable amounts remain consistent throughout. However, when I leave the menu and re-activate the menu, all the variables have gone back to zero. This means the script is failing either at the point where the variables are set to the global variables at the start, or where the global variables are updated at the end. (or both). Now seriously, what am I doing wrong here, because this took a good hour or two and it's still not working. I know I used floats instead of ints, but that was just to cut out the awkwardness of swapping between the two- I have tried it with ints originally (using getvalueint and setvalueint) but this did not work either (same problem). My globals are all set up as "floats" (as apposed to shorts or longs) and none are set to constant. They all have a starting value of zero. PLEASE someone tell me where I'm going wrong here because it's driving me up the wall!!! EDIT: also, the syntax both you and the wiki suggest is int myGoldAmount = LevelersMaxGoldGBL.GetValue() Which I presumed means it should be used when you declare the variables, so instead of float materials you would have float Materials = AAMBMaterialsGBL.getvalue() However this came up with the following error: so, I tried using it during an Event, so instead of AAMBMaterialsGBL.setvalue (Materials) you would have float AAMBMaterialsGBL.setvalue (Materials) however THIS reported the following error: So what on earth am I doing wrong HERE as well?
  7. Aaaah right! So to use them in these scripts, I would have to first set all of my properties and variables to the global settings FundsIN = FundsINGBL.GetValue() as int FoundsOUT = FundsOUTGBL.Getvalue() as int ect, ect do all of my scripting then at the end of the script, FundsINGBL.setvalue(FundsIN) FundsOUTGBL.setvalue(FundsOUT) and then these can be used in multiple scripts through this method?
  8. Ok, I've been working on it, and I think I have got to the bottom of it completly by accident. Firstly, I duplicated an object I made with a faulty script (this script holds the variables like FundsNET fundsIN etc). It was faulty because I had been working on it and not finished it when I got distracted by this- it works fine storing the variables but it can only be acitvated once, because the script only runs if the variable "Ready" is equal to zero and the script does not set this back to zero before finishing.I intended to turn this duplicate into a new object and attach a new script, so I could run "SV" console commands on it in-game and check the status of these pesky minus variables. But I forgot to do this, and so ended up with two identical objects with the same script. When I activated these, I noticed that I could activate BOTH of these, and the menu would come up once for each one. This means that the "Ready" variable was not being stored globably- it was seperate to both of the objects. that means there were two differnt instances of the same variable. ...MY ENTIRE SCRIPT IS WORKING ON THE CHECKING OF THESE VARIABLES!!! If the script AAMBcCharterSCRIPT can exist twice with two competly differnt sets of variables, how can AAMBcCharterSCRIPT. FundsNET ever display the correct variable?? That was very badly explained but I hope you understand where I'm comming from... the reason FundsNET is not being read as below zero is because it is a variable in an object specific script, and is being called from outside of that script without any way to specify the object. My plan of action is... well, I don't know. This complicates things because these variables need to be manipulated in at least four differnt places- from the players tent, from interaction with NPC workers, from interaction with a merchant NPC, and from random events. New question: how do I ensure these variables are global? Turning them into.. well, global variables seems very complicated as the scripting changes completly and I get the impression this is not how they are desinged to work. Do quest scripts store variables perminantly, in a way that can be modified by other scripts? or is there a way to specify WHAT OBJECT to get the FundsNET variable from when I call AAMBcCharterSCRIPT. FundsNET? Any work around here would be appreciated. Thankyou, Mysterious Mr. Bear :D
  9. I can see no way in which it is changed and apart from the check to see what day it is, it is not in another condition (other things run fine inside this condition as well). I will try giving fundsnet a -20 value right before the check, and see if this fixes things. The variable Fundsnet is from within another script- could this be effecting things? Thanks Eaglemania, glad to know its not a flaw in the script language... Just got to figure out what is going wrong! I'll try copying and pasting that exact piece of script into mine and see if that works, just to test....
  10. Wait just realised, thats not actually where the problem is coming from... :S the problem starts with If FundsNET < 0 It isn't recognising FundsNET as a negative number! it needs to do this before I can continue, as the script can only be allowed to run if it is a minus number. What do you think could be causing this? Just to recap: FundsNET is DEFINITELY-1000, the message box displays this clearly. There is a check to see if FundsNET is less than 0 to see if the script should run. This check is failing and reporting that it is more than or equal to zero. I'm going to try using float variables but since the message box worked I cant see it helping...
  11. Thanks! I'm trying this now. Good idea with the tip on taking the math out of the IF... I seem to remember that working back in oblivion. I'll post back if it works!
  12. This is so cool!!! Not quite long enough to induce nostalgia yet... but on another play through I will install this, put on my rose tinted glasses, and go misty eyed at every load screen muttering about "the good old days of modding..."
  13. Hi everyone, this has me stumped right now, wondered what you'd make of it all and wether you'd had the problem before. Here is a piece of my script. (some of this is a bit irrelivant but might help explain what it does, I put all the needed info in a paragraph at the bottom) Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND) If Charter. FundsNET < 0 DEBUG.NOTIFICATION ("Net loss of funds detected'") If (charter. FundsNET) - (Charter. FundsNET * 2) > (Charter. Funds) DEBUG.NOTIFICATION ("Net loss is below current funds'") if (charter. MaterialsIN) + (Charter. FoodIN) > 0 debug. Notification ("Your Funds are depleted- all imports halted.") charter. MaterialsIN = 0 Charter. FoodIN = 0 endif Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND) If (charter. FundsNET) - (Charter. FundsNET * 2) > (Charter. Funds) debug.Notification ("Your Funds are depleted- Moral is dropping.") endif endif endif debug.notification ("Chceked Funding Net gains. Changes made as required.") This is an integeral part of script in my RTS style mod that runs before the daily transactions of materials, food and funds take place. It is designed to detect if the transactions that are about to happen would cost more than you have (FundsNET is how much your funds are depleted or increased each day, based on how many materials and food you are importing and exporting (MaterialsIN, MaterialsOUT etc) and how much money you are producing each day (FundsPRO and fundsBONUS). Whilst the calculation for working out the funds gain is (over) complicated, it deffinatly works as message boxes display the number to be -1000 in my testing enviroment (as MaterialsIN is set to 4, and everything else is set to 0). Charter. FundsNET = (Charter. MaterialsOUT * 150) + (charter. FoodOUT *20) + (Charter. FundsPRO) + (Charter. FundsBONUS) - (Charter. MaterialsIN *250) - (charter. FoodIN *30) - (Charter. FundsDEMAND) If Charter. FundsNET < 0 DEBUG.NOTIFICATION ("Net loss of funds detected'") This bit of script runs at the start of every day, but the message "net loss of funds detected" at the very begining of the script doesn't even display, which means this script is not detecting fundsNET to be below 0. How do I fix this, or work around this? It seems rediculous to not include a way to recognise minus numbers... am I using the wrong type of variable? they are all INT variables, do they need to be FLOATs or something? Any help would be greaaatly appreciated!!! Mysterious Mr. Bear :D
  14. just got hands on with it for the first time, happy to say I'm not only doing things that I was able to in oblivion (after a steep but short learning curve) but I am also doing new things- scripts on individual references, multiple scripts, and correct use of the automatic script features are giving me alot more room. I look forward to the day I am as confident with papyrus (current goals: 'da hell is a quest alias, how do I properly use auto-fill features, key words and all the time saving features as I am still doing tedious things by hand, and properly learn the new scripting vocabulary) as even when I am feeling my way with my feet its letting me do at least as much as Oblivions script language.
  15. Oh man I must have missed that!!! I was going through that class as well, I used it as a base and a guide. I was going to comment on how good it was but I'll save clogging the space- it was very good! Doesn't skip over anything or take knowlege for granted, which was really useful. Did I miss that menu script too, or have you not put that up anywhere? Because I scoured the papyrus 101 forum and the script tidbits forum, and I took a look through the study hall... I try to work things out/search before asking. And I ALWAYS then work it out straight after
  16. If anyone reading this with a bit of time on their hands would be kind enough to help me with enabling objects through script though... that would be so much help! :S I feel like I did when I first started with oblivion :S EDIT: happy to say I worked that out too. Found it hard to use the equivilant of ref variables- have to be declared in script as "objectreference property "x" auto" and then linked through managing properties in the CK.
  17. an answer has been provided by Tunaisafish a the nexus forums- here it is for anyone who has this same problem http://forums.nexusmods.com/index.php?/topic/606255-drop-item-script-not-working/page__view__findpost__p__4837489 When I get my own version working I will place it in the code snippet section Mysterious Mr. Bear :D
  18. Hi everyone, I've been trying to create a layered menu, so you activate something, you are presented with a selection of choices, then when you choose one, it gives you more choices. I could do this in Oblivion with Gamemode, but that is gone and everything works differntly... Could anyone help? there was a tutorial somewhere on the internet but I cant find it ANYWHERE now. This is my script so far, the activator works, and when you choose something the second menu appears, but then no matter what you choose there nothing happens which makes me think that the onupdate part of the script is not working. Scriptname AAMBCtestSCRIPT extends ObjectReference {Creates Bearpaw Camp, piece by piece.} Message Property Campingmessage Auto {Dialoge to build tents} Message Property Strucuremessage Auto {Dialouge to build wooden structures} Message Property Defencemessage Auto {Dialoge to add defences} Message Property Utilitymessage Auto {Dialouge to build utilities} Message Property ChoiceMessage Auto {Dialouge to choose upgrade type} AAMBcUPGRADEtentSCRIPT property campquestref auto int button int level objectreference lakeside1a objectreference lakeside1b objectreference lakeside1c objectreference lakeside1d objectreference lakeside1e objectreference lakeside1f EVENT OnActivate (ObjectReference akActionRef) registerForUpdate(5) if akActionRef == game.getplayer() level = 0 button = ChoiceMessage.show () if button == 0 level = 1 button = campingmessage.show (afArg1 = campquestref.Lakesidecamp) elseif button == 1 level = 2 button = Strucuremessage.show () elseif button == 2 level = 3 button = Utilitymessage.show () elseif button == 3 level = 4 BUTTON = Defencemessage.show () endif endif endEVENT Event onupdate () if level == 1 if button == 0 if campquestref.Lakesidecamp == 0 campquestref.Lakesidecamp = 1 lakeside1a. enable() lakeside1b. enable() lakeside1c. enable() lakeside1d. enable() lakeside1e. enable() lakeside1f. enable() level = 0 endif endif endif endevent Any help with this or a link to some tutorial would be of great use, I know it can be done as mods like Frostfall use it extensively...
  19. No problem! I've only just finished editing my own mesh Good luck! Mysterious Mr. Bear :D
  20. I've been noticing as well a lot about "auto filling" things 0_o I was a bit sketchy about it, as it seems a bit "here let me do that for you". What does everyone make of this feature? I've been trying to work out how everything works and it seems that it auto selects things from leveled lists but also auto applies scripts in some cases.... ...maybe I should just go read and re-read the tutorials though
  21. Despite not modding for long this is one of the few things I have used time and time again. The idea of putting points along the lines and deleting the triangles works perfectly. Some times because of the nature of it you do need to make a big messy shape to do it accurately but like Alex said its easy to fix
  22. Thanks for the pointers everyone I actually really like the sound of one script working with different references. With my Epic Necromancy mod I needed to copy 200+ lines of script onto over 30+ differnt types of creature, which could be created a technically infinite amount of times... it was possibly the most hap-hazard and messy scripting the world has seen. If I can just adjust properties and point it to different creatures... well that is A LOT tidier, isn't it I'll make sure to read up on properties and actually do the classes this time. (I'll admit, with oblivion I just read them over and used them as a reference... and then regretted it later when I felt like the modding equivalent of Homer Simpson sat at his work desk during melt down) I saw something about fragments, the very thought of them made my head hurt 0_o I mean jesus I was just trying to work out what all the mining scripts did between an "ore" object and a animation marker (so the player could use the invisible furniture I was placing on rocks/ledges) and I couldnt even work that out!!
  23. I was just wondering what everyone thought of Papyrus so far. I had basicly just gotten used to Oblivion scripting when Skyrim came out, so I am a bit worried about the transition.... wondering how did everyone else find it? It seems like it may be easier to use, but at the same time it looks like it might over simplify or over complicate things...what does everyone think? I can tell allready this forum is going to help SO much with its tutorials and example scripts... Mysterious Mr. Bear :D (also sorry if this is the wrong forum, but its a very Papyrusy topic so I thought it would be a good place...)
  24. I think some packages would be required- or else, what would a fear spell do to a player? Not much it can do... I know nothing happened in oblivion, anyway
  25. Yeah just looked it up after posting on a few websites, they are really strict with it aren't they :S Yikes. Well I'll keep this as an open request for anyone who knows of zombie resources or has the kind heart to make ones!
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