Quest Dialogue and NPC Warpaint

Post » Mon Nov 19, 2012 5:35 pm

I'm following the quest tutorial from the CK wiki, and when it gets to the part that I have to enter a script fragment; and press compile. It says something like script failed to compile.

I'm using this script from the tutorial:

GetOwningQuest().SetStage(10)


Can someone help?

Also when I give an npc warpaint in the ck, in game he doesn't have it. Does anyone know what to do?
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gemma king
 
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Post » Mon Nov 19, 2012 7:31 pm

Are script fragments important? I've seen some quests/dialogue that don't use them.
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Ebony Lawson
 
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Post » Mon Nov 19, 2012 5:54 pm

Sorry for being annoying. But I really need to know if there's a solution to my problem, in order to progress in my mod.
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Sarah Knight
 
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Post » Tue Nov 20, 2012 6:14 am

Script fragments are simply chunks of papyrus scripts. Not all dialogue has to have one if you don't want any scripting to occur.

Give us the error when it fails to compile, as it shouldn't your line looks good. You aren't typing the &--#60;/code&--#62; thing into the fragment window are you? Just do:

GetOwningQuest().SetStage(10)

For face changes and details to show up, you need to export and then include facegen data in your mod. In the object window, go to 'Actors' and type in your characters name. Then select them in the object window and hit Control+F4. A dialogue will pop up saying "Are you sure-"? Say yes and it should give you a confirmation window. Then your NPC's face/paints should properly display. You need to do this again every time you alter an NPC's appearance. Make sure to include these files (Saved in Textures/Actors/Character/FaceGenData/FaceTint/YourMod.esp and Meshes/Actors/Character/FaceGenData/FaceGeom/YourMod.Esp) when you distribute your mod.
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JeSsy ArEllano
 
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Post » Tue Nov 20, 2012 5:22 am

1,000 thank yous Alexander. You've been of great help to me lately.

Give us the error when it fails to compile, as it shouldn't your line looks good. You aren't typing the &--#60;/code&--#62; thing into the fragment window are you? Just do:

The script is from the quest/dialogue tutorial on the CK website.

For face changes and details to show up, you need to export and then include facegen data in your mod. In the object window, go to 'Actors' and type in your characters name. Then select them in the object window and hit Control+F4. A dialogue will pop up saying "Are you sure-"? Say yes and it should give you a confirmation window. Then your NPC's face/paints should properly display. You need to do this again every time you alter an NPC's appearance. Make sure to include these files (Saved in Textures/Actors/Character/FaceGenData/FaceTint/YourMod.esp and Meshes/Actors/Character/FaceGenData/FaceGeom/YourMod.Esp) when you distribute your mod.

It worked! Thanks, here's my npc in all his glory.

http://imageshack.us/a/img713/245/tesv2012101923340310.png

Once again, thanks for taking the time to help.
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Mel E
 
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