Accessing a property from another quest

Post » Sun Nov 18, 2012 2:02 am

I have two quests, a dialogue quest and a combatant quest.
I'm trying to make it so that when finishing a bit of dialogue in the dialogue quest, a property from within a script (attached to the combatant quest) is modified. I've tried absolutely everything to get this damn thing to work and it's refusing to.

WHPMatchInProgress is declared as a property in WHPArenaSpectatorQuestScript.
This is what I've got at the moment:

WHPArenaSpectatorQuestScript Property WHPArenaSpectatorQuestScriptTemp AutoWHPArenaSpectatorQuestScriptTemp.WHPMatchInProgress = 1
Which produces this error:
[topic info 0E0033AD on quest WHPArenaDialogue (0E00338F)].WHP_TIF__020033AD.Fragment_0() - "WHP_TIF__020033AD.psc" Line 9
[08/02/2012 - 10:00:08PM] error: Cannot call WHPMatchInProgress() on a None object, aborting function call
stack:
[topic info 0E0033AD on quest WHPArenaDialogue (0E00338F)].WHP_TIF__020033AD.Fragment_0() - "WHP_TIF__020033AD.psc" Line 13

Please, someone put me out of my misery. This was so simple to do in Oblivion and it's driving me insane.
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Darlene Delk
 
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Post » Sun Nov 18, 2012 5:19 am

You need to hook the property up in the Creation Kit to the quest in question. It's reporting that it's a None object because WHPArenaSpectatorQuestScriptTemp has not been resolved. (Also, if that's a 1 / 0 Yes / No property, you should probably use a bool instead).
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Joey Avelar
 
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Post » Sun Nov 18, 2012 12:26 am

Well don't I look like an idiot.

Thank you, you've saved me from going prematurely bald from ripping my hair out. I take it property values (like linking up a property with an object) are saved in the plugin file as opposed to the script file?

Again, cheers. You're a lifesaver.
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Noraima Vega
 
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Post » Sat Nov 17, 2012 6:20 pm

I take it property values (like linking up a property with an object) are saved in the plugin file as opposed to the script file?

Yes. Properties are saved in the plugins.
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Ezekiel Macallister
 
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