Newbie question involving references, questing and script fr

Post » Tue Jun 19, 2012 8:02 pm

So after a long time of being a lazy guy I finally decided I wanted to try modding. So I figured a good way to start would be the tutorial mod on the creation kit wiki, so I went to the page and started making the mod, with a few slight modifications as I hope to actually have this little thing tie in with a larger series of story based mods I'll eventually do when I have the skill.

Anyway, I ran into a few problems along the way that the wiki seemingly didn't have answers to but I hope the forums do.

Question 1: Getting rid of a quest stage scripting fragment property.
So at stage ten of the quest (When after you talk to the quest giver) I wanted to do two things that the wiki suggested, turn on the quest marker and spawn the enemy you have to kill for the quest.
Well the wiki suggested that I add this like after the basic "SetObjectiveDisplayed(10)
DungeonMarker.AddToMap()
Seems simple enough, so I added an object reference to the map marker at stage ten, added that line of code and then promptly got this compile error.

Starting 1 compile threads for 1 files...
Compiling "QF_EAST01_02000D62"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EAST01_02000D62.psc(66,25): script property DungeonMarker already defined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EAST01_02000D62.psc(66,25): script variable ::DungeonMarker_var already defined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EAST01_02000D62.psc(66,25): script property DungeonMarker already has a get function defined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EAST01_02000D62.psc(66,25): script property DungeonMarker already has a set function defined
No output generated for QF_EAST01_02000D62, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_EAST01_02000D62


As far as my HUGELY limited skills in scripting can tell there is already something called "Dungeonmarker" in the game.

Okay I thought, simple enough, I'll change the name of the property
Huge surprise, I can't, it wont let me.
Grr fine I thought, Ill delete it.
Nope
Well screw it I'll just leave it there, delete the value (which i can do) and then I'll delete that line from the code and make it so it only reads as this.

SetObjectiveDisplayed(10)Alias_Thief.GetReference().Enable()

Well, for some reason, when I try to compile that the creation kit still gives me the error message telling me that dungeonmarker already exists and I'm an ass for trying to use it again.

So, whats going on here? How can I fix this? Because when I tested the mod in game it wouldn't display that I had picked up the quest until I moved to stage 20, I'd like to fix that.

Question 2: Why can I no haz rewards?

So at the end of the quest your supposed to give the quest giver the quest item and he gives you gold, everyone is happy. Except he doesn't, he also doesn't remove the item from your inventory. As far as I can tell the script that is written in for this is fine, as it doesn't give me an error, perhaps I missed something?

SetObjectiveCompleted(30)Alias_Bendu.GetReference().AddItem(Alias_Amulet.GetReference())Game.GetPlayer().AddItem(Gold001, 5000)

Tell me what you think.

Question 3, and the final question: [censored] them Aliases
So last night before the whole creation kit crashed and I had to make up about 2 hours of learning and work I was running into a problem with using quest Aliases.

For the quest I've been changing some of the names and what not from the tutorial quest to fit my designs. This was working fine until I had to tell the game to both add the enemy when the quest starts and to have the quest giver give the player a reward.

On the wiki it says "Copy paste this" and I just said "Um, okay" So i copied it
Alias_Thief.GetReference().Enable()
and changed the alias to "EliasKellen" which is the Alias I had written in for my quest.
Oh dear god did Papyrus rip my head off for that one.
Sadly this was last night and short of going back and completely re-writing the aliases and the quest I cant get the error message again.
But it seemed like I did something wrong, and the wiki said this about aliases
"every time you make an alias, the game will make a property on the quest script called Alias_. This is a great convenience."
Which made me think, when you put an alias in a script, is there more to it then just typing it? It's all very confusing to me.



Anyway thank you for reading all of this, I would love to get some answers to my questions so I can get this working. I'm excited to mod but am more than a little bit of a noob at it.

Thanks again

-Saviordd1
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