Jump to content

PBalfredo

Members
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About PBalfredo

PBalfredo's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. A message comes up saying the castle fades away, then I teleport the player to a copy of the castle exterior, except the castle is gone and there is only a crater where the foundation was.
  2. Nevermind! Found the solution. It was solved by some advice from this topic: https://forums.nexusmods.com/index.php?/topic/776172-setting-game-time-to-a-specific-time/ Basically I had to go into the Edit Properties menu for my script, click on my ObjectReference variable for where I want the player to end up, then link to that point by Find in Render Window. Also, appearently because I was in Papyrus fragments, I need to do just that and only that. It didn't like me trying to define the variable within the fragments with "ObjectReference Property TeleportMarker auto". So in the end I just had: GetOwningQuest().SetObjectiveDisplayed(30) GetOwningQuest().setstage(30) Game.GetPlayer().MoveTo(TeleportMarker) With TeleportMarker found in the Edit Properties menu.
  3. OOOOOOOH! I have to define it from the Edit Properties menu! I kept thinking they meant defining the variable in the script itself, so I kept trying to do so. This solves so many of my problems. Not just this one, but other one's I've been having as well. Thank you so much! Problem solved!
  4. Sorry to bump the thread, but I've been banging my head against this for a while and need some help. Thanks.
  5. No. This sounds like this might be key to the one dumb thing I've been missing. Can you please elaborate on on this?
  6. I tried plugging the script into the papyrus fragment at the end of the dialog with the NPC that's suppose to take me there. GetOwningQuest().SetObjectiveDisplayed(30) GetOwningQuest().setstage(30) ;ObjectReference Property TeleportMarker auto ;Game.GetPlayer().MoveTo(TeleportMarker) TimeOfDayGlobal.SetValue(19.0) But it would fail compiling and give me this error: c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(17,0): variable TimeOfDayGlobal is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(17,16): none is not a known user-defined type So I tried defining the variable, both as an int or a float. GetOwningQuest().SetObjectiveDisplayed(30) GetOwningQuest().setstage(30) ;ObjectReference Property TeleportMarker auto ;Game.GetPlayer().MoveTo(TeleportMarker) float Property TimeOfDayGlobal auto ;int Property TimeOfDayGlobal auto TimeOfDayGlobal.SetValue(19.0) Didn't work either time. Now I just get: c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(16,0): no viable alternative at input 'int' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(16,13): no viable alternative at input 'TimeOfDayGlobal I also tried TimeOfDay instead of TimeOfDayGlobal. Same problem. Am I missing something? How exactly am I suppose to set this up?
  7. Thanks. But I tried throwing this onto an object on my world to fire off OnLoad to test it out, but it didn't work. Here's my script: Scriptname changeTime2 extends ObjectReference GlobalVariable Property GameHour Auto Event OnLoad() GameHour.SetValue(19.0) EndEvent Am I doing something wrong with the implementation? (I'm aware that for final implementation I'll need it to fire off some other event because OnLoad would turn the time to 7 every time the player entered the world with the object in it, but right now I'm just trying to get it to work as proof of concept)
  8. I'm trying to get it set up so I talk to an NPC and at the end of the dialog me he takes me (teleports me) to the quest area. Following other tutorials I've been able to make activators that are able to teleport the player around with this script: Scriptname tele01 extends ObjectReference ObjectReference Property TeleportMarker auto Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().MoveTo(TeleportMarker) EndEvent Then I tried to adapt the code to add into the Papyrus fragment at the end of the dialog with the NPC: GetOwningQuest().SetObjectiveDisplayed(30) GetOwningQuest().setstage(30) ObjectReference Property TeleportMarker auto Game.GetPlayer().MoveTo(TeleportMarker) But when I try to compile that I get "no viable alternative at input" errors: Starting 1 compile threads for 1 files... Compiling "TIF__02005BD4"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(11,0): no viable alternative at input 'ObjectReference' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02005BD4.psc(11,25): no viable alternative at input 'TeleportMarker' No output generated for TIF__02005BD4, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__02005BD4 Why is my script at the end of dialog failing when it works in an activator? The only difference I see is that it's not wrapped in an event like the activator script, but isn't the end-of-dialog papyrus fragment sort of an event itself? I mean, my script for advancing the stage of the quest works and it's not wrapped in a specifically scripted event. I'm sure I'm missing something fundamental, but I'm at a loss. Help please?
  9. In the mod I'm making, there is going to be a haunted castle that only appears at night and the player has that one night to explore it. Talking to an NPC I made in Riverwood will take the player to the castle. Thing is, I don't want the player popping up at the castle in the middle of the day, or late at night with only a couple in-game hours to explore the castle. Is there a way to set the in-game time to a specific time, so that the player always pops up at the castle at 7:00pm? Or barring that, some way to force the player to wait/sleep until a specific time. At least so that way I can bring the player to a temporary shelter and have him click on a bed to wait until nightfall, or something.
×
×
  • Create New...
OSZAR »