How to enable an object in a dialogue script?

Post » Mon Jun 18, 2012 6:45 am

Back in the old days, this was as simple as typing "reference.enable" on the end script box.

The problem is, Papyrus is wierd and doesn't seem to like me doing this. But as far as I can tell, the syntax is pretty much exactly the same.

So, what am I doing wrong?
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Mon Jun 18, 2012 6:55 am

reference needs to be a property.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Mon Jun 18, 2012 2:09 am

reference needs to be a property.

Oh, of course. :)

Why oh why did Bethesda have to change things that worked fine the way they were!
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Mon Jun 18, 2012 6:56 am

They re-wrote it entirely from scratch, so it's not quite as simple as changing something that wasn't broken.

Basically, the compiler no longer looks inside any data files - scripts are completely separate - so it will be unable to recognise any editorIDs. The Creation Kit itself can, of course, recognise editorIDs, so if you use them as property names there's a button to auto-fill them when editing your properties.

I've written a short tutorial on this, as it's a very frequently asked question, which you can find on my website - http://www.cipscis.com/skyrim/tutorials/editorids.aspx

Cipscis
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Mon Jun 18, 2012 8:37 am

Thanks, Cipscis. Between yours and Bethesda's tutorials, I think I finally understand it. :)
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am


Return to V - Skyrim