The Quick CK Questions Thread

Post » Mon Jun 18, 2012 5:32 pm

Even better than deleting it! Thanks!
Note: this will work for NEW GAMES. I'm not so sure for Saved Games. I think a game saved before you made the mod would still have the Quest Active.

If that is the case, rather than delete the quest, just delete the DIALOGUE in Dialogue Views Tab
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Mon Jun 18, 2012 4:10 pm

I can't get any scripts to compile in dialogue whatsoever. Whether i put it in the Start or End: boxes, no scripts I have tried will compile. So far I've only tried StartCombat(), akSpeaker.StartCombat(), and GetOwningQuest().GetStage(10)

none of them have worked....

Any ideas why?
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Mon Jun 18, 2012 11:29 pm

GetOwningQuest().GetStage(10) - No such command.

Do you mean: GetOwningQuest().SetStage(10)?

SetStage moves the Quest forward to the specified stage.

For GetStage the syntax is: GetStage QuestID

So, GetStage GetOwningQuest() should work (and return the current Stage of the owning quest)


As for the other things you tried, the problem is almost certainly that you have not declared either Properties for the script-fragment, or Alias for the Quest (or both)
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Mon Jun 18, 2012 8:51 pm

GetOwningQuest().GetStage(10) - No such command.

Do you mean: GetOwningQuest().SetStage(10)?

SetStage moves the Quest forward to the specified stage.

For GetStage the syntax is: GetStage QuestID

So, GetStage GetOwningQuest() should work (and return the current Stage of the owning quest)


As for the other things you tried, the problem is almost certainly that you have not declared either Properties for the script-fragment, or Alias for the Quest (or both)

I meant to say SetStage, not GetStage, that was a typo. Anyhow, I am just figuring out Aliases right now, and am getting those set up. What do you mean by properties for the script fragment? Someone else mentioned that to me, but I couldn't get an explanation.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Mon Jun 18, 2012 10:35 pm

What do you mean by properties for the script fragment? Someone else mentioned that to me, but I couldn't get an explanation.

Check the last Q in http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!

Also, when working with Fragments, there are some handy magic variables that are defined, depending on the type of fragment.
Eg. kmyQuest is set for Quest Stage Fragments (see http://www.creationkit.com/Fragments )

Edit: fixed url's hopefully
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Jun 18, 2012 3:56 pm

Quest Dialogue Scripting Fragment hint

These are maddening. You can't add a property to the script-fragment (look to the right of the fragment, click on the script name, then hit the properties button), but you can't really script without properties ...

... here is what I do:

1. add the line "int foo" (without the quotes) as the fragment. Close back to the Dialogue Views Tab. (int foo is meaningless, but it basically allows the CK to save the script fragment into a file)
2. Open the dialogue again and go to your fragment
3. Right click the script and now properties can be added
4. add properties, ok those, then go and script your fragment (remove "int foo")


Keep battling, my experience was that - all of a sudden - I could figure alias and properties out (it's a pain until you do)
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Mon Jun 18, 2012 2:46 pm

Check the last Q in http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!

Also, when working with Fragments, there are some handy magic variables that are defined, depending on the type of fragment.
Eg. kmyQuest is set for Quest Stage Fragments (see http://www.creationkit.com/Fragments )

Okay, I'm reading all about fragments, and I'm not learning anything. The guide fails to explain both why these properties are necessary and how to actually make them.
Also, how do I know what to do to make a simple GetOwningQuest to work? Sorry, I've just been at this all day and am growing frustrated.

In the good news, I did manage to figure out how to model a sword today :)
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Tue Jun 19, 2012 12:13 am

Okay, I'm reading all about fragments, and I'm not learning anything. The guide fails to explain both why these properties are necessary and how to actually make them.
Also, how do I know what to do to make a simple GetOwningQuest to work? Sorry, I've just been at this all day and am growing frustrated.

In the good news, I did manage to figure out how to model a sword today :smile:
Well done on the sword. My 3D modelling svcks b***s :wink:

1. Start a Quest, fill in the first few boxes on the Quest Data Screen. CLOSE the Quest
2. Open it up again and start work (if not do step 1, many things seem not to work)
3. In the Dialogue Views Tab, double-click the "info" that you want to advance the quest
4. Decide whether you want the Quest to advance when the NPC starts speaking, or when finished
5. Add, "getowningquest().setstage(40)" to either the Begin or End box (without the quotes - change 40 for the stage number you want to be active!)
6. No need for any properties if that is all you want to do

More complex things do need alias or properties ... post again IN A NEW TOPIC! (with exactly what you want to do), if you need help with those

:smile:
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Mon Jun 18, 2012 4:35 pm

Why the CK keeps mixing my characters? i accidentally changed something without noticing, when i noticed it i tried to select my esp file then hit delete to ignore the change, but when i reload it it said something about creating a duplicate for certain actor I DID not changed, and it did created a duplicate about "enccow" then i proceeded to ignore the duplicate and my file got all messed up, and some LVLActors were gone from my list!? what the hell just happened, the EncCow duplicate was not related to any of my stuff but when i ignored it it messed a lot of my spawning points and LvlActos! anyway to get pass that or prevent it!?
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Mon Jun 18, 2012 7:34 pm

Will NPC's use perks normally if I change the number of ranks for some skills or do I have to configure them?
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Mon Jun 18, 2012 8:44 pm

Post Limit
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Previous

Return to V - Skyrim