QF Meta-script for Quest bugging out

Post » Mon Jun 18, 2012 11:28 pm

The quest editor allows you add papyrus fragments per quest stage, but I've noticed that it collects the fragments together in a script prefixed with QF_ that you can see on the last tab of the quest editor. I'm having an issue now where individual fragments won't compile because there's something wrong in the QF script (which I haven't touched) even though all the fragments are simple one-liners that are correct. Here's the error message:

Starting 1 compile threads for 1 files...Compiling "QF_QutCollectorsManor_0100A4DD"...c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_QutCollectorsManor_0100A4DD.psc(80,22): required (...)+ loop did not match anything at input '('No output generated for QF_QutCollectorsManor_0100A4DD, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_QutCollectorsManor_0100A4DD

The same error appears when I try to compile each fragment. So something has corrupted it. Is there a way to get it to create a new QF script? Or what should I look for if I need to manually correct it?
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Tue Jun 19, 2012 6:54 am

Can you post the QF script?
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Tue Jun 19, 2012 8:58 am

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 24Scriptname QF_QutCollectorsManor_0100A4DD Extends Quest Hidden;BEGIN ALIAS PROPERTY Elric;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Elric Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Goat;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Goat Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Amulet;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Amulet Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Bjorn;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Bjorn Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Corpse;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Corpse Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Notice;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Notice Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Key;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Key Auto;END ALIAS PROPERTY;BEGIN FRAGMENT Fragment_22Function Fragment_22();BEGIN CODESetObjectiveCompleted(60)SetObjectiveDisplayed(63)SetObjectiveCompleted(63)SetObjectiveDisplayed(70)SetObjectiveDisplayed(80)Game.GetPlayer().AddItem(Alias_Key.GetReference())Game.GetPlayer().RemoveItem(Gold001, 40000);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_21Function Fragment_21();BEGIN CODEsetObjectiveCompleted(40)setObjectiveDisplayed(55)setObjectiveDisplayed(60)Game.GetPlayer().AddItem(Alias_Amulet.GetReference());END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_13Function Fragment_13();BEGIN CODESetObjectiveCompleted(80)SetObjectiveFailed(70);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_16Function Fragment_16();BEGIN CODESetObjectiveFailed(50)SetObjectiveFailed(60)SetObjectiveDisplayed(65)SetObjectiveCompeted(65)SetObjective Displayed(90);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_7Function Fragment_7();BEGIN CODEsetObjectiveCompleted(50)setObjectiveDisplayed(60);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_5Function Fragment_5();BEGIN CODEsetObjectiveCompleted(40)setObjectiveDisplayed(50);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_11Function Fragment_11();BEGIN CODESetObjectiveCompleted(70)SetObjectiveFailed(80)SetObjectiveCompleted(90);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_3Function Fragment_3();BEGIN CODEsetObjectiveCompleted(30)setObjectiveDisplayed(40)Alias_Corpse.GetReference().Enable();END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_20Function Fragment_20();BEGIN CODESetObjectiveCompleted(90);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_0Function Fragment_0();BEGIN CODEsetObjectiveDisplayed(30);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_9Function Fragment_9();BEGIN CODESetObjectiveCompleted(50)SetObjectiveCompleted(55)SetObjectiveDisplayed(70)SetObjectiveDisplayed(80)Alias_Bjorn.GetReference().AddItem(Alias_Amulet.GetReference())Game.GetPlayer().AddItem(Alias_Key.GetReference())Game.GetPlayer().RemoveItem(Gold001, 30000);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_18Function Fragment_18();BEGIN CODEGame.GetPlayer().AddItem(Alias_Notice.GetReference());END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentMiscObject Property Gold001  Auto

Just for some context. All this worked about an hour ago. But I changed the numbering on some quest stages, but I don't see why that would cause things to bug out.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Tue Jun 19, 2012 6:01 am

At the risk of doing a "very bad thing"tm I deleted manually deleted the fragments after the alias definitions. The script now compiles correctly as expected. I assume that recompiling the fragments individually would write them back onto the script and help me pinpoint the error, but I get the very same error message as above for every little fragment, even the basic SetObjectiveCompleted(10) that OUGHT to compile just fine.

I've also restarted the CK, just in case that would fix it.

EDIT: So, it has indeed reinserted the fragments I took out, so nothing has been lost. But I still get the inexplicable error.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Tue Jun 19, 2012 6:28 am

/headdesk

Stupid stupid stupid. There was a space where there should not have been. Sorry for wasting your time, and thanks for looking, anyway.

/learns to count lines
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm


Return to V - Skyrim