Ezarr Posted December 3, 2018 Posted December 3, 2018 Hi there guys, I need some help. Some of my follower functions stopped working out of the blue. I attached this very simple fragment code after one of his dialogue lines "akspeaker.OpenInventory()" But for some reason is not working at all. The curious part is that I have other dialogue lines with the same fragment, in the same follower and those are working good. It's just this one that's giving me trouble. I noticed that after I made the follower a team mate, the said dialogue would work correctly, but the thing is that it should work when my follower is not a team mate. But now is not working at all. Not even when team mate. Also I have a fragment attached to a dialogue line that makes my follower attack the player. It was working good a few days ago, but now my follower just says good bye and nothing happens. I know the scripts are good cause at some point they were working fine, but now no matter what I do, I can't fix it. I have reinstalled my follower mod, tried a clean save, but no luck so far. What the problem could be?
Guest Posted December 3, 2018 Posted December 3, 2018 Get the .psc file that contains the fragment and paste it here. I will give it a look.
GenioMaestro Posted December 3, 2018 Posted December 3, 2018 1 hour ago, Ezarr said: Hi there guys, I need some help. ... What the problem could be? First make a test in a NEW GAME. Second, revise the conditions for show the dialog. Third, recompile the scripts and the fragments. For be sure, write any like "kk" in the fragment for get compilation error and remove it for be sure the fragment are correctly recompiled. Four, upload your ESP with the psc's but whitout mesh or textures for take a look.
Ezarr Posted December 3, 2018 Author Posted December 3, 2018 Here it is: Esp and psc. 'A18_Trade5' is the one not working. I also included 'A18_Trade1' as a comparation, this one is working fine. The fragment that triggers the aggression to the player is 'A18_BrawlBgin' the rest of the scripts are also involved in the Brawl event. I just left them there is case you need to give them a look too. files2upload.rar
GenioMaestro Posted December 3, 2018 Posted December 3, 2018 I install your mod and open it in CK. The first think i must made is change the body type, the inventory and the head parts for see your follower because i not have your mesh and textures, but not worry is an easy part for me, i not need it. Next, like you only give source psc's i open the quest and the dialog for recompile it. Of course, i save my changes and i see your follower in game but with nord body and head. But none of the dialogs works for me. The brawl not start and the trade not works. Not matter if i try before make it follower or after. Then i take a look to the papyrus log and is plenty full of errors caused by yours scripts. See it: Spoiler [12/03/2018 - 06:11:15PM] ERROR: Unable to bind script Android18EndBrawlScript to alias Android18 on quest 0_Ez_A18Quest (BD0012D9) because their base types do not match [12/03/2018 - 06:15:19PM] Cannot open store for class "A18__Trade5", missing file? [12/03/2018 - 06:16:19PM] ERROR: Actor value "aggression" cannot be modified in scripts. stack: [ (BD000D75)].Actor.ForceActorValue() - "<native>" Line ? .A18__BrawlBgin.Fragment_5() - "A18__BrawlBgin.psc" Line ?[12/03/2018 - 06:16:20PM] ERROR: Cannot set the faction rank with a None factionstack: [ (BD000D75)].Actor.SetFactionRank() - "<native>" Line ? [ (BD000D75)].Actor.AddToFaction() - "Actor.psc" Line ? .A18__BrawlBgin.Fragment_5() - "A18__BrawlBgin.psc" Line ? .A18__BrawlBgin.Fragment_5() - "A18__BrawlBgin.psc" Line ?[12/03/2018 - 06:17:47PM] ERROR: Cannot set the faction rank with a None factionstack: [ (BD000D75)].Actor.SetFactionRank() - "<native>" Line ? [ (BD000D75)].Actor.AddToFaction() - "Actor.psc" Line ? .A18__BrawlBgin.Fragment_5() - "A18__BrawlBgin.psc" Line ? Open your skyrim.ini and put bEnableLogging=1 in the [Papyrus] section. Open the game, go to your follower and try the dialogs. Close the game and search the log for errors about A18.
GenioMaestro Posted December 3, 2018 Posted December 3, 2018 I think found the problem. I take another look to your mod and because appear the fragment is not execute i add some lines of code for verify it. Take a look to my screenshot: The fragment execute because i get 3 messagebox but the exact line akspeaker.OpenInventory() is NOT executed, i not know WHY. I think have relation with the inventory because when i meet your follower is nude but it render with armor in CK. While the follower is nude the line akspeaker.OpenInventory() is NOT executed but i get 3 messagebox. When i recruit it as follower automatically equip the armor and when try again the trade dialog WORKS, i get 3 messagebox and the inventory screen is opened showing the equiped armor. Try equip others items in your follower for make more test.
Ezarr Posted December 3, 2018 Author Posted December 3, 2018 2 hours ago, GenioMaestro said: I think have relation with the inventory because when i meet your follower is nude but it render with armor in CK. While the follower is nude the line akspeaker.OpenInventory() is NOT executed but i get 3 messagebox. When i recruit it as follower automatically equip the armor and when try again the trade dialog WORKS, i get 3 messagebox and the inventory screen is opened showing the equiped armor. Yes, this is what was happening to me at the begging. But now that doesn't work either. Man what a headache.. why so many errors when things where working fine a couple of days ago.. I don't know what to do. I tried in a new game but it's all the same. I'm fearing I'll have to do it all again from scratch, that if I don't end up dropping this first. And here I thought that I was finishing this follower. What a kick in the nuts.. Where can I see the papyrus log?
GenioMaestro Posted December 3, 2018 Posted December 3, 2018 32 minutes ago, Ezarr said: Where can I see the papyrus log? Normally is located in Documents\My Games\Skyrim\Logs\Script and you have 4 files. The file with 0 called Papyrus.0.log is the most actual log. Today is a bit late for me, but tomorrow I try locate the problem.
Ezarr Posted December 4, 2018 Author Posted December 4, 2018 5 hours ago, GenioMaestro said: Today is a bit late for me, but tomorrow I try locate the problem. Thanks for the help man.
GenioMaestro Posted December 4, 2018 Posted December 4, 2018 Catched... only must read a bit of documentation: https://www.creationkit.com/index.php?title=OpenInventory_-_Actor Opens this actor's inventory. Will only open inventory on player's teammates unless told to force it open. For that the line akspeaker.OpenInventory() is IGNORED until you make it Follower == PlayerTeamMate Simply change the line to: akspeaker.OpenInventory(TRUE) And always works, no matter if you launch it before recruit it or after.
Ezarr Posted December 4, 2018 Author Posted December 4, 2018 11 hours ago, GenioMaestro said: akspeaker.OpenInventory(TRUE) It worked!! thank you! That's one problem off the table. Now can you help me with 'A18_BrawlBgin'? When I was testing the openinventory fix, this script also worked but only after I made my follower a teammate and then dismiss him. I tried it again but nothing. I reload the save, did the same process but is not working, it's very weird. In Ck the script compiles with no trouble. I've compile it several times and it never gives me an error. By the way, I did the "bEnableLogging=1" but my papyrus Log is not showing anything.
GenioMaestro Posted December 4, 2018 Posted December 4, 2018 3 hours ago, Ezarr said: It worked!! thank you! That's one problem off the table. Now can you help me with 'A18_BrawlBgin'? When I was testing the openinventory fix, this script also worked but only after I made my follower a teammate and then dismiss him. I tried it again but nothing. I reload the save, did the same process but is not working, it's very weird. In Ck the script compiles with no trouble. I've compile it several times and it never gives me an error. By the way, I did the "bEnableLogging=1" but my papyrus Log is not showing anything. The log is located in Documents\My Games\Skyrim\Logs\Script no matter what manager you use. The log file is ALWAYS in that folder. If are ussing NMM you must edit the Skyrim.ini located Documents\My Games\Skyrim If are ussing MO you must edit the Skyrim.ini located in the profile of MO. In my machine is located in D:\Games\Mod Organizer\profiles\Default About the Brawl i expent a bit of time in it because like the inventory problem the game are executing the script but totally IGNORE the line akspeaker.startCombat(Game.GetPlayer()) while in all the web pages that i read all say the same. Put that like and the npc star a Brawl with the player. But appear that is not that easy. The problem, your problem, come from the Relation that you put in the definition of the follower. You put it as LOVER and appear that you can NOT start a Brawl with the player in the line akspeaker.startCombat(Game.GetPlayer()) because the Relations take preference about the factions. That is said in simple comment in the relations web page. https://www.creationkit.com/index.php?title=Relationship Relationship Level: Relationship Level represents how close the two Actors are, from a scale of Archnemesis (the two hate each other to no end) to Lover (the two are in love); they may assist or attack one another in combat depending on their Assistance and Aggression settings in the Actor AI Tab (relationships override factions: Simply remove the Lover relation and the Brawl can start whitout problem. For be sure, put this lines of code in the dialog that start the Brawl: Spoiler ;Debug.MessageBox("startCombat") ;Debug.Trace(" A18 Android18 startCombat") akspeaker.ForceActorValue("Aggression", 1) akspeaker.AddToFaction(WEPlayerEnemy) akspeaker.startCombat(Game.GetPlayer()) getowningquest().setstage(30) And i presume you need the next step, the bleedout that you have in the script of the alias Android18. I must chage this code a bit more and must be: Spoiler Scriptname Android18EndBrawlScript extends ReferenceAlias ReferenceAlias property Android18 auto Faction Property WEPlayerEnemy Auto Event OnEnterBleedout() Debug.messagebox("We entered bleedout...") Debug.Trace("We entered bleedout...") actor AkSpeaker = Android18.GetReference() as actor AkSpeaker.ForceActorValue("Aggression", 0) AkSpeaker.StopCombat() AkSpeaker.SetNoBleedOutRecovery(True) AkSpeaker.AllowBleedOutDialogue(True) AkSpeaker.RemoveFromFaction(WEPlayerEnemy) endEvent Remember that you MUST fill the properties of the script in CK. Finally, in OnEnterBleedout you have a line that say AkSpeaker.SetNoBleedOutRecovery(True) and you must add the oposite line in the dialog of the Victory and must be: AkSpeaker.SetNoBleedOutRecovery(False) getowningquest().reset() If you need more help, simply ask for it.
Ezarr Posted December 6, 2018 Author Posted December 6, 2018 On 12/4/2018 at 12:56 PM, GenioMaestro said: If you need more help, simply ask for it. Hi again man. Sorry I took some time in replying the last comment. All the scripts are working fine thanks to you. Really a thousand thanks, bro, I was almost dropping this mod. Sadly, new problems have emerged. I was trying to fix them on my own before coming back to this thread, but couldn't. Is it ok if I PM you to explain better what's happening? Also, by your user name I can assume you know spanish. That would make it easier for me to explain.
GenioMaestro Posted December 6, 2018 Posted December 6, 2018 4 hours ago, Ezarr said: Is it ok if I PM you to explain better what's happening? Also, by your user name I can assume you know spanish. That would make it easier for me to explain. I normally prefer make this things in public because all people can search it and learn. But must be made in english because this is a public forum. If you prefer write spanish, send me a PM, no problem.
Ezarr Posted December 6, 2018 Author Posted December 6, 2018 12 hours ago, GenioMaestro said: I normally prefer make this things in public because all people can search it and learn. Yeah, you are right. Ok let's continue disscussing here. Well this is what's happening now: I made some changes to the esp file. I Created another quest just for the brawl event, cause I initially conceived it as a Frocegreet event. Meaning this will be the first thing to happen when the player meets my follower. I watched a tutorial to set a forcegreet and it looked like it had to be done this way (creating another quest for it). So, forcegreet is working, the brawl is working, the bleedingOut script is working and the victory dialogue that ends the brawl quest is working too. The problem starts here: Now I have two quests in my follower. One for the brawl and other for the recruit dialogue that should be available after the brawl quest is completed. And THAT's the problem. I can't get the the rest of the dialogue lines that are in the other quest. I already tried different things to fix it, like adding "SetRelationshipRank" to the last part of the brawl event, in case that's what was preventing the other dialogue from appearing. But it didn't solved it. Could you have another look at the esp to check what's going on? New esp.rar
GenioMaestro Posted December 6, 2018 Posted December 6, 2018 2 hours ago, Ezarr said: Could you have another look at the esp to check what's going on? New esp.rar This rar only have the esp and appear that you rename the scripts and not add it. Whitout the scripts i only can see the conditions for show the dialog. All the dialog in the quest 0_Ez_A18Quest have the condition 0_Ez_A18Quest.GetStage()=20 If you have a a line of code that put the quest 0_Ez_A18Quest() in stage 20 in the victory dialog must work. I presume you have try it, but none works, true? Because like all things is not that easy. I explain. First, you need add a property in the victory dialog and that can NOT be made in the fragment. If you try it you get compilation error no viable alternative at input 'Quest' You must press over the script in the rigth side with LEFT mouse button and select Edit Source. That open the complete fragment in a new window. Below ;END FRAGMENT CODE you must add the property but you can NOT name it 0_Ez_A18Quest. A property inside a script is a variable and the names of the variables can NOT start with a number. If you put a line that say Quest PROPERTY 0_Ez_A18Quest AUTO you get compilation error no viable alternative at input '0' You must put a line like that: Quest PROPERTY A18Quest AUTO And that compile whitout error. Next, you must fill the property but like not have the SAME name you can NOT made it with auto-fill. You must select the variable, click edit value and select 0_Ez_A18Quest Next, in the fragmen, add the corresponding line of code: A18Quest.SETSTAGE(20) If you have all of this and not work, add the scripts and i take another look. Aditionally, as you can see, is NOT recomended name yours objects starting with a number. I know that is comfortable because all yours objects appear first in the CK. But when you try add it as properties you get compilation error, you must put other name and fill the properties manually. The comfort in the first steps give aditional problems in next steps. Think on it.
Ezarr Posted December 7, 2018 Author Posted December 7, 2018 9 hours ago, GenioMaestro said: A property inside a script is a variable and the names of the variables can NOT start with a number. If you put a line that say Quest PROPERTY 0_Ez_A18Quest AUTO you get compilation error no viable alternative at input '0' Yeah, I caught on that when I started writing scripts for this follower. I won't be using "0" anymore when naming IDs. Well, I'm here to tell you that I already solved the problem. 9 hours ago, GenioMaestro said: All the dialog in the quest 0_Ez_A18Quest have the condition 0_Ez_A18Quest.GetStage()=20 This called my attention cause I do have a line with the condition 0_Ez_A18Quest.GetStage()=0, that's the one that allows me to trade with the follower when is not teammate. But I moved this line inside another existing branch, and that's why it was invisible. Cause now it was behaving as a response of that branch that has the condition 0_Ez_A18Quest.GetStage()=20. So I just created a new branch for the line that has the condition 0_Ez_A18Quest.GetStage()=0 and it solved it. I'm pretty much done with this, but another problem I'm seeing is that whenever my follower is in bleeding state the event script keeps on running. I put a condition inside the quest aliases for it to only run when the forceGreet quest is in stage less than 20. The final dialogue line in the forceGreet quest sets the quest stage to 20 and stage 20 is marked as completed, but the script keeps on going. What can I do to stop the script when I no longer need it?
GenioMaestro Posted December 7, 2018 Posted December 7, 2018 8 hours ago, Ezarr said: I'm pretty much done with this, but another problem I'm seeing is that whenever my follower is in bleeding state the event script keeps on running. I put a condition inside the quest aliases for it to only run when the forceGreet quest is in stage less than 20. The final dialogue line in the forceGreet quest sets the quest stage to 20 and stage 20 is marked as completed, but the script keeps on going. What can I do to stop the script when I no longer need it? I do not understand you, maybe because you think the game is doing things it does not really do. It seems that you say that the script that has the OnEnterBleedout event is running constantly and that is not true. For verify it simply add a line like debug.messagebox("onbleadout run") and you must see the messagebox one time and only one time because the game only call the OnEnterBleedout() event one time.
Ezarr Posted December 8, 2018 Author Posted December 8, 2018 18 hours ago, GenioMaestro said: It seems that you say that the script that has the OnEnterBleedout event is running constantly and that is not true. I mean the event keeps happening every time my follower enters bleeding state, even after the brawl quest was completed. Like when he is fighting other NPCs and they defeat him, it will trigger. It really doesn't affect things, but if I could stop it from triggering it would be better. 18 hours ago, GenioMaestro said: For verify it simply add a line like debug.messagebox("onbleadout run") and you must see the messagebox one time and only one time because the game only call the OnEnterBleedout() event one time. Yes, this is how I know it keeps triggering outside the brawl quest. Every time he enters bleeding state, I see the message. Sure I could just delete the debug messages from the script, but what I want is to stop the script from happening every time my follower enters bleeding state outside the brawl quest if it's possible.
GenioMaestro Posted December 8, 2018 Posted December 8, 2018 8 hours ago, Ezarr said: I mean the event keeps happening every time my follower enters bleeding state, even after the brawl quest was completed. Like when he is fighting other NPCs and they defeat him, it will trigger. It really doesn't affect things, but if I could stop it from triggering it would be better. Yes, this is how I know it keeps triggering outside the brawl quest. Every time he enters bleeding state, I see the message. Sure I could just delete the debug messages from the script, but what I want is to stop the script from happening every time my follower enters bleeding state outside the brawl quest if it's possible. Now i understand... excuse me... Then, you only need a verification about the quest stage for not fire the event. Some like we made in the victory even. Simply add a line that say if A18Quest.GetSTAGE() == 20 return endif and the code must look: Spoiler Scriptname Android18EndBrawlScript extends ReferenceAlias ReferenceAlias property Android18 auto Faction Property WEPlayerEnemy Auto Quest PROPERTY A18Quest AUTO Event OnEnterBleedout() if A18Quest.GetSTAGE() == 20 return endif Debug.messagebox("We entered bleedout...") Debug.Trace("We entered bleedout...") actor AkSpeaker = Android18.GetReference() as actor AkSpeaker.ForceActorValue("Aggression", 0) AkSpeaker.StopCombat() AkSpeaker.SetNoBleedOutRecovery(True) AkSpeaker.AllowBleedOutDialogue(True) AkSpeaker.RemoveFromFaction(WEPlayerEnemy) endEvent Remember that you MUST fill the properties of the script in CK. In the victory dialog have a line that say A18Quest.SETSTAGE(20) The next time the OnEnterBleedout fire the event, we verify the quest stage. If the quest alrready have the stage in 20 the OnEnterBleedout make nothing.
Ezarr Posted December 9, 2018 Author Posted December 9, 2018 18 hours ago, GenioMaestro said: Now i understand... excuse me... Not at all man, is my bad. Sometimes I can't express myself well in english. That's why I suggested to talk with you in spanish in PM. I tried adding the new script but is not working. The bleedout event keeps triggering, of course I filled the property. Could you check this yourself? maybe I'm doing something wrong (as always lol). files2upload.rar I included esp and scripts.
GenioMaestro Posted December 10, 2018 Posted December 10, 2018 Sorry for the delay... Seems as you change some things. Some because you want make diferent things and other for try solve yours problems. But you FORGOT one of the MOST IMPORTANT RULES that i said in 2 messages for you. And the rule is: Remember that you MUST fill the properties of the script in CK. Take a look to this screenshot: Spoiler Put the screenshot as your desktop wallpaper until you learn it. And i have very good motives. Read this lines a lot of times and be sure you not have any doubt about the content of these lines. ------------------------------------------- By clicking on NEW GAME, the game launches and INITIALIZES all quest that have the "Start game enabled" tick. When you SAVE the game, all the values of all the properties of all running quest are stored inside SAVEGAME. When you LOAD the saved game, the game retrieves all the values of all the properties of all running quest FROM THE SAVED GAME. This is one of the big problems in the skyrim savegame. And for this, many times you NEED to start a NEW GAME or do a cleaning in the saved game. If you forgot to fill a property or made an error when filling out a property, that error is stored inside the saved game and is RESTORED each time you load the saved game with that quest started. You can change the property value in CK 200 times and the change is NOT transferred to the game while loading a saved game because the game get the value of the linked properties from the saved game. And this is why it is VERY important to ALWAYS fill in the properties and do it WELL because a failure in a linked property forces you to start a new game. ------------------------------------------- Next, you made some changes in the script and make some tipical errors that i explain in the code. Read it: Spoiler Scriptname Android18EndBrawlScript extends ReferenceAlias ReferenceAlias property Android18 auto Faction Property WEPlayerEnemy Auto Quest Property A18ForceGreetQuest Auto Event OnEnterBleedout() if A18ForceGreetQuest.GetStage() == 0 Debug.messagebox("We entered bleedout...") Debug.Trace("We entered bleedout...") actor AkSpeaker = Android18.GetReference() as actor AkSpeaker.ForceActorValue("Aggression", 0) AkSpeaker.StopCombat() AkSpeaker.SetNoBleedOutRecovery(True) ;you NEED this line for the game allow talk to any npc in BleedOut State AkSpeaker.AllowBleedOutDialogue(True) ;you NEED this line for the game allow talk to any npc in BleedOut State AkSpeaker.RemoveFromFaction(WEPlayerEnemy) ;getowningquest().setstage(10) ;NOOOOOOOOOOOOOOOOO ;getowningquest OLNY WORKS ON DIALOG ;getowningquest NOT WORKS ON NORMAL SCRIPTS ;for change the stage of a quest in a NORMAL SCRIPTS ;you MUST add a property of type quest ;you MUST LINK it with CK ;and you MUST put a line like this A18ForceGreetQuest.setstage(10) Debug.Notification("Quest has advanced to stage 10") endif endEvent You ONLY can use getowningquest in a script of type TopicInfo because the function getowningquest() is member of the TopicInfo script. https://www.creationkit.com/index.php?title=GetOwningQuest_-_TopicInfo https://www.creationkit.com/index.php?title=TopicInfo_Script You ONLY can use getowningquest in a fragment inside a dialog. This is a fail in the papyrus compiler. In a good compiler that line must generate a error or at least a warning. But the papyrus compiler say nothing and you think all is good. When the game execute the line TOTALLY IGNORE IT, because the function can not locate the corresponding TopicInfo and the refered quest. That MUST generate a error in the papyrus log, at least, but the game not generate it. ----------------------------- You change the management of your A18ForceGreetQuest and use the stages 0, 10 and 20, and i change the quest in the script and change the conditional logic. Remember that you MUST fill the properties of the script in CK.... again... Finally, i must add the line AkSpeaker.AllowBleedOutDialogue(True) and change the victory dialog as Top-Level for have access to it because the victory dialog not fire from the package with forcegreet. I not know why not fire. I try it changing conditions but never fire. Maybe we must forze the execution of the package with EvaluatePackage but i think this is another step. First make the thigs works and latter we see how many beatifull we can made it.
Ezarr Posted December 10, 2018 Author Posted December 10, 2018 4 hours ago, GenioMaestro said: By clicking on NEW GAME, the game launches and INITIALIZES all quest that have the "Start game enabled" tick. When you SAVE the game, all the values of all the properties of all running quest are stored inside SAVEGAME. When you LOAD the saved game, the game retrieves all the values of all the properties of all running quest FROM THE SAVED GAME. I see, but I always test things in a clean save. A save prior my follower esp was installed and I always delete any saves I made with my follower esp installed. Does Skyrim can still be able to use the old values even when loading from a clean save? ====================================================== 4 hours ago, GenioMaestro said: Remember that you MUST fill the properties of the script in CK 4 hours ago, GenioMaestro said: And this is why it is VERY important to ALWAYS fill in the properties and do it WELL because a failure in a linked property forces you to start a new game. Looks like I've been misunderstanding what "fill the properties" means. I thought it only meant to set properties in the script to avoid errors while the scripts compiles. I have to study this a bit more. ======================================================== 4 hours ago, GenioMaestro said: ;you NEED this line for the game allow talk to any npc in BleedOut State AkSpeaker.AllowBleedOutDialogue(True) ;you NEED this line for the game allow talk to any npc in BleedOut State I took that line out for a reason. I never could make it work in game. I believe it's because I have installed 'Sexlab Defeat', which also has a script that handles NPCs when they enter bleeding state. I think this mod was working over my follower's OnEnterBleedOut event script. And was not letting "AkSpeaker.AllowBleedOutDialogue(True)" to work. That's why I came up with the idea of turning the Victory Dialogue after the brawl into a forcegreet. With that I could get out of the way of Sexlab Defeat, and it worked. And also by doing it this way, if other people happen to have Sexlab Defeat installed, they won't conflict with my follower mod. Or that's what I think. ======================================================= 4 hours ago, GenioMaestro said: ;getowningquest().setstage(10) ;NOOOOOOOOOOOOOOOOO ;getowningquest OLNY WORKS ON DIALOG ;getowningquest NOT WORKS ON NORMAL SCRIPTS ;for change the stage of a quest in a NORMAL SCRIPTS ;you MUST add a property of type quest ;you MUST LINK it with CK ;and you MUST put a line like this A18ForceGreetQuest.setstage(10) Sorry, I didn't know that ^^ Umm.. when you say "I MUST LINK it with ck"... how do I do this? Isn't this line enough to make the linking ("A18ForceGreetQuest.setstage(10)")? ======================================================== 4 hours ago, GenioMaestro said: You change the management of your A18ForceGreetQuest and use the stages 0, 10 and 20, and i change the quest in the script and change the conditional logic I tried with A18ForceGreetQuest in the script first, but that didn't work. That's why I changed it to A18Quest as in your example, in hopes it might work... of course it didn't. This is the reason I came back to you for help. ========================================================== 4 hours ago, GenioMaestro said: Finally, i must add the line AkSpeaker.AllowBleedOutDialogue(True) and change the victory dialog as Top-Level for have access to it because the victory dialog not fire from the package with forcegreet. That's weird cause it fires for me. Of course there were some conditions where it would not fire. He fires the forcegreet after He stands upfrom bleeding state. But He might not do this if: - You are too far away from the follower when he exits bleedout. -You tried talking with the follower while in bleedout. -Was under paralyze spell before entering bleedout. Those are some of the cases I've noticed the forcegreet wont fire. But for me it's weird when this happens. if you defeat him try waiting patiently for him to stand up, don't try to talk and stay close and see if that works. I can make a video to prove it. ============================================================ So the ultimate reason I was asking for help is becasue this line: "A18ForceGreetQuest.setstage(10)" with its correct property Quest Property "Quest Property A18ForceGreetQuest Auto " Was not working for me to stop the OnEnter BleedOut Event. Does it work for you?
Ezarr Posted December 10, 2018 Author Posted December 10, 2018 53 minutes ago, Ezarr said: Those are some of the cases I've noticed the forcegreet wont fire. But for me it's weird when this happens. if you defeat him try waiting patiently for him to stand up, don't try to talk and stay close and see if that works. I can make a video to prove it. Forget it, it's giving me troubles too. Must be cause of the new line in the Endbrawl script. I need to check this.
GenioMaestro Posted December 10, 2018 Posted December 10, 2018 1 hour ago, Ezarr said: So the ultimate reason I was asking for help is becasue this line: "A18ForceGreetQuest.setstage(10)" with its correct property Quest Property "Quest Property A18ForceGreetQuest Auto " Was not working for me to stop the OnEnter BleedOut Event. Does it work for you? Look the screenshot that i send you. Look the script in the rigth side. You see the big + simbol??? ---> that mean the properties are NOT FILLED. Look my screenshow now with the properties filled: Spoiler You see the + simbol with a pen??? ---> that meand the properties ARE FILLED. When you click in the script and click the Properties button you MUST HAVE THIS: Spoiler ALL the properties FILLED and with the + simbol with pen. When you click in the property A18ForceGreetQuest YOU MUST HAVE THIS: Spoiler Whit that, the INTERNAL property of the script called A18ForceGreetQuest is LINKED to the REAL quest 0_Ez_A18ForceGreetQuest inside CK. That is FILL the properties of the script. A property inside a script is only a variable. When you declare it as sub-type PROPERTY and compile the script you are creating a LINK for put into the variable the value that you want but not more. The VALUE of the property is EMPTY. For give the CORRECT value to the property you MUST FILL IT. When you FILL the link the game join the REAL quest, called 0_Ez_A18ForceGreetQuest inside CK, with the property inside the script called A18ForceGreetQuest. When the script execute the line A18ForceGreetQuest.setstage(10) the stage of the REAL quest inside CK, called 0_Ez_A18ForceGreetQuest, is changed to 10 BECAUSE are the same thing BECAUSE you FILL the internal property with the VALUE of the REAL quest inside CK. You understand??? If you NOT FILL the property, the VALUE of the property is EMPTY and when the game execute the line A18ForceGreetQuest.setstage(10) MAKE NONE and the REAL quest stage is NOT changed because the property A18ForceGreetQuest have a LINK but is EMPTY and aim to NOTHING and nothing make. You understand???
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