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Found 2 results

  1. I'm hoping for some help with a scripting issue. I have a bunch of different armors that all have the same script attached to them -- ArmorEquipScript. That script has a bunch of properties that are used to customize the armor. These armors all have the same enchantment assigned to them, with a scripted magic effect -- ArmorToggleEffectScript. What I would like to do is have ArmorToggleEffectScript access ArmorEquipScript's properties for the armor it is associated with. That way I can customize the behaviour of ArmorToggleEffectScript based on the properties that have been assigned to the armor. Does anyone know how to do this? Is it even possible in Papyrus? If I could even just access the keywords attached to the armor, that would be good enough. But I'm just not sure how to access the specific armor that is supplying the effect.
  2. Hello all, I know that there are detailed tutorials here and I am sure they answer my exact issue and/or explain why I am having this issue and I have read the tutorials here and in other places when it comes to scripting as well as followed along doing different things and I don't get it. My head isn't made for scripting. It's like I am reading a foreign language I don't understand (which is exactly what it is really) and so something that is plain as day to a native speaker is impossible for me to comprehend. So regardless as to the simplicity of this issue, please trust and believe I have really tried to figure this out on my own before coming here and failed. I used this tutorial: Making a Custom Follower but discovered an issue where the game isn't truly dismissing a follower that uses this framework when it auto dismisses. This is especially true for when the person you are marrying is an active follower at the time the ceremony starts. So what I wanted to do, since my Follower Dialogue Quest incorporated stages already, was simply add a script fragment to the stage it uses when a follower is dismissed/not following that dismisses the follower. So of course, I thought it would be easy to simply do what worked for the dialogue: (GetOwningQuest() as ARCTESTDialogQuestScript).DismissFollower(0,0) Then GetOwningQuest() errors because it isn't a function or something. To overcome this in the past, I would just declare the quest as a property for the fragment, but that doesn't work here because it is a script I need as a property and I don't know how to do that since I tried and that failed. My plan was to then try this function: ARCTESTDialogQuestScript.DismissFollower(0,0) or this: ARCTESTDialogQuestScript.DismissFollower() But somehow I think that even if I could declare the property, this wouldn't be right. I even tried declaring ARCTESTDialogQuestScript as the kmyQuest but that didn't allow me to use the above fragment either. So I am lost. All I am trying to do is make it to where when my follower's dialogue quest stage is set to 100, the follower is dismissed as if you dismissed them with the dialogue choice. Any help to resolve this would be majorly appreciated as this is tormenting the Oblivion out of me. Thank you. Sincerely, Tons
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