Making an object appear on a condition

Post » Tue Nov 20, 2012 8:56 am

I cant find a tutorial which seems to touch this subject. What I am looking to do, is to for instance make a quest that says "help this guy build his house" and mabye the player needs to gather materials. After those are gathered and quest is given then the house is built. How do I place the house, and make a condition saying it will only appear once this quest is completed?
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SEXY QUEEN
 
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Post » Mon Nov 19, 2012 9:49 pm

Place the house and the door in the world. Then place an xmarker near them.

Double click the xmarker, first check "initially disabled" then navigate to the enable parent tab and add your house and door to the list area.

Now in your quest do a "markerREF.Enable()" at the appropriate time

- Hypno
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Ann Church
 
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Post » Tue Nov 20, 2012 2:35 am

Thanks a lot man! These days you really have to look far for some quality help. Thanks a lot again!
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Naomi Ward
 
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Post » Mon Nov 19, 2012 9:19 pm

Im getting following script error when trying to add the mark markerREF.Enable() once the quest is done.

Starting 1 compile threads for 1 files...
Compiling "QF_EastEmpire01Climbingtheco_02003AC9"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EastEmpire01Climbingtheco_02003AC9.psc(31,0): variable markerXmarker is undefined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_EastEmpire01Climbingtheco_02003AC9.psc(31,14): none is not a known user-defined type
No output generated for QF_EastEmpire01Climbingtheco_02003AC9, compilation failed.
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!beef
 
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Post » Tue Nov 20, 2012 2:05 am

I think i managed to do the right script now;

Alias_Marker.GetReference().enable()

I made the alias for the marker as "Marker", however when i get into the game the item ive created a marker for, and set as inititally disabled does not seem to be disabled from the game. It is still there.
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Deon Knight
 
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Post » Tue Nov 20, 2012 8:14 am

You need to define the markerREF property in the QF script.

In the stage window, with your QF script selected click on the "properties" button. Make a new ObjectReference property called markerREF (or whatever you want really). Then fill it with your xmarker. Now you have the property set up you can then do the markerRef.Enable() in the script fragment area and the compiler won't spit out an error

I've done this loads of times and as far as I know, as long as the xmarker is set to "initially disabled", then it's enable children do to.

EDIT: have you linked the xmarker properly (by double clicking in the house static and adding the xmarker as an enable parent)? When you click on it in the render window is there a line connecting the two? :shrug:
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renee Duhamel
 
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Post » Tue Nov 20, 2012 5:58 am

Thanks finally made it work! What I did wrong was two things;

1) I double clicked the xmarker and under the xmarker added enable parent when I had to do it the other way around.
2) I made a quest alias on the marker and made a Alias_Xmarker.GetReference().enable() because I tried to enable it that way.

Thanks a lot now I can finally continue with my mod, once again thanks a ton!
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Jason Wolf
 
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Post » Tue Nov 20, 2012 9:14 am

Glad it worked mate. Good luck with the rest of the mod!

- Hypno
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Breanna Van Dijk
 
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