cannot attach property to Quest script

Post » Sun Nov 18, 2012 2:01 pm

I have a script in a Quest (in the scripts tab) that is supposed to reload the aliases in another quest by stopping and starting it. I need to add the other quest as a property, but CK is being difficult about it.

This is the entire code for the script:

Scriptname IronBreakerUpdateScript extends Quest

Quest property aliasquest auto

Event OnUpdate()
aliasquest.Stop()
aliasquest.Start()
endEvent

It compiles fine with no errors.

When I try to edit the properties of this script, SCK pops up a window saying "errors encountered while attempting to reload the script" and no properties are visible- if I try to add one, I get the same error, and the property does not show up in the properties list (though it IS added to the script).

I've added a property before on the creationkit.com tutorial, and there's no reason I can see for this not to work.
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Gracie Dugdale
 
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Post » Sun Nov 18, 2012 3:13 pm

That sounds like a corruption of some sort ... I have never seen that message and I have added hundreds of properties to scripts.

I would look to see if you have a useable backup of your mod that does not have the same behaviour (even if you lose a couple of hours of work that you have to redo) ... once it has started going "funny" you could find in 100-hours mod-time that it has corrupted your whole mod.

(just sayin' ... never seen this before myself)

... and before I did any of that I would restart my PC, just to check whether it still occurred afterwards ...
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steve brewin
 
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Post » Sun Nov 18, 2012 3:24 am

It isn't corruption. I just redid the project from scratch (it's not big at all right now, just attaching scripts to the player/actors near the player) and it still happens. And yes, I rebooted.

[edit]: I'm new to Papyrus and the SCK so it's probably something small I'm missing.
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Ashley Tamen
 
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Post » Sun Nov 18, 2012 3:50 am

It's quite strange. I have not seen that message before.

Try doing this ... just to make sure:
  • Add the script to your Quest
  • Close the Quest Form (completely, so CK is just a blank window)
  • Open the Quest Form, goto your script and now try to add a property
Does that work?

(There is an issue, when you add a script but don't first "save" the quest - by closing the form - that properties cannot be added because - at that stage - there is no quest (until the Quest is closed and reopened ... there are other ways around it, but that is the cleanest to understand, I think)



If that doesn't work - and this is the only mod you have worked on so far - I think I would uninstall and reinstall the CK (but if you have done lots of other things, you may lose them if you do a reinstall, so becareful and have a think about it before you rush in)
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Michelle Chau
 
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Post » Sun Nov 18, 2012 5:16 am

I've closed the quest form several times in the course of the mod, and just did it again, so I know that's not it.

If that doesn't work - and this is the only mod you have worked on so far - I think I would uninstall and reinstall the CK (but if you have done lots of other things, you may lose them if you do a reinstall, so becareful and have a think about it before you rush in)

It is the only mod (besides a single test mod which I've also deleted all traces of), but that's ridiculous. I simply haven't done enough with the SCK to screw it up that badly. If SCK is this unstable I'm going to need something else to mod... currently looking at SkyEdit.

I'm still not convinced it's not something simple I'm missing that I have to do before attaching properties to Quest scripts.

[EDIT] New info: If I set it as an Int, the error message still appears but I see the property in the Properties window. If I set it to a Quest, it no longer shows up. WTF
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CHANONE
 
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Post » Sun Nov 18, 2012 9:48 am

Well try it this way then (delete the quest first, and start a new quest, named something slightly different ... just for the sake of it):

1. Start a New Quest
2. Add
;
into your script (and nothing else)
3. Close the Quest Form
4. Open the Quest Form
5. Go to your script, and try to add a property

Assuming it lets you add the property THEN go back and add in your script lines (instead of the
;


If that doesn't work ... follow it exactly ... then there is something odd with your installation of the CK (I think) ... but post up again and let us know
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Nikki Hype
 
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Post » Sun Nov 18, 2012 10:04 am

Nope. When I try to add a property (to the empty quest with a new name), the same error pops up- I click "add property" and add one of type Quest- the error displays again and nothing is added to the Properties list. The line "Quest Property Aliases Auto" IS added to the script source.

Going to try out SkyEdit now...
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Heather Stewart
 
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Post » Sun Nov 18, 2012 5:45 am

Well I'm stumped.

I've never seen this error message since the day the CK was released

The last process I wrote out is exactly how I have written every script, in every quest I have played with, since the day the ck came out

For all the world this appears to be a bad installation of the CK and an uninstall/reinstall would fix that (hopefully!).

But good luck with whatever you are going to do with SkyEdit ... Hope that works out for you :)
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Breautiful
 
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Post » Sun Nov 18, 2012 1:32 pm

Check your EditorPapyrus log files (in the same location as your standard Papyrus log files) - that may give you more information to go on for the "errors while reloading" error.
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Kevin Jay
 
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Post » Sun Nov 18, 2012 7:09 am

Check your EditorPapyrus log files (in the same location as your standard Papyrus log files) - that may give you more information to go on for the "errors while reloading" error.

SmkViper

Can you shed any light on this mate?

http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/

Are you guys aware of this issue? :)
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cosmo valerga
 
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Post » Sun Nov 18, 2012 1:15 pm

Dialog isn't really my field, so I can't comment on what is or isn't going on with that, sorry. Also - please keep the thread on-topic. :)
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Ross Zombie
 
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Post » Sun Nov 18, 2012 8:13 am

So after fiddling around with SkyEdit and not accomplishing much, I reinstalled the Creation Kit and I was able to attach a property to the quest script. The other script has a player alias and a few aliases that are supposed to attach on to any NPC in the immediate area- They're using "Find Matching Reference" with the condition "isActor == 1.00 (on Subject)", and the flags "In Loaded Area" and "Closest" checked as well as the "Optional" flag. This is the exact text of the script attached to these aliases:

Scriptname _IronBreakerNonPlayerScript extends ReferenceAlias

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
Debug.MessageBox("NPC hit detected!")
EndEvent

I have a save right after the Helgen Keep level with Ralof (and no other living things in the immediate area, though I'm sure some are further away in loaded cells). But Ralof doesn't detect any hits. I'm pretty sure I've followed these instructions: www. gamesas. com/dynamically-attaching-scripts-actors-near-the-player-t255702.html to the letter. Any idea what's going wrong this time?
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ShOrty
 
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Post » Sun Nov 18, 2012 5:54 pm

Glad you got the CK functioning :smile:


Don't use a save (anything could, or could not happen, because of what is saved in the saved game)

Try doing the following to test:

Start Skyrim
At MainMenu bring up Console (with the ` key)
coc to any cell you like.
See if the spell is working on any of the NPCs in that cell.


If you do
coc WindhelmAttackStart03
then you will see one of the Khajiit caravans immediately before you ... test it on them

:wink:


If it still isn't working, post again.

(and I think the error will be in your Alias quest - if there is an error - not in this script ... which looks fine)
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Shae Munro
 
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Post » Sun Nov 18, 2012 4:47 am

That works- and omg, I had no idea you could coc from the main menu, I thought I had to go through the whole intro! You get a test character and everything! (although I got attacked by a troll, which killed me immediately, but I saw the "NPC Hit detected" so... awesome)!

I really would like my mod to work if you load up a save from an unmodded game, so people don't have to start an entirely new character, but this is great at least for testing. Thanks!
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Christine Pane
 
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Post » Sun Nov 18, 2012 2:12 pm

That works- and omg, I had no idea you could coc from the main menu, I thought I had to go through the whole intro! You get a test character and everything! (although I got attacked by a troll, which killed me immediately, but I saw the "NPC Hit detected" so... awesome)!

I really would like my mod to work if you load up a save from an unmodded game, so people don't have to start an entirely new character, but this is great at least for testing. Thanks!
Well at the moment, your mod isn't save-game compatible.

So you have a choice:
  • Either complete your testing and tweaking as it is -> then investigate what (if anything) will make it save-game compatible
  • Chase the incompatibility now
If you are determined to have a save-game compatible mod (some cannot be because of the way they work and how the game works) then I would do the latter, first.

The problem will possibly be the way you are starting your Quest/Quests ... that may be fixable. Or it will be to do with powers applied (or not applied) to a character/player that are saved in the game (and so not over written by your mod); this one is much harder to fix


Whichever, best of luck :)
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Davorah Katz
 
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