Heroine HoneyCrotch Posted June 23, 2020 Posted June 23, 2020 I want to get out of having to define properties in dialogue scripts. I created a separate quest,created a script for it, made a few properties. Not sure how to then incorporate it into source script(s).
Guest Posted June 23, 2020 Posted June 23, 2020 Not sure I understand what you want, but I am assuming it's this: Scriptname Whatever extends TopicInfo Function Fragment_0(ObjectReference akSpeakerRef) int myProperty = (GetOwningQuest() as MainScript).myProperty EndFunction If the quest you want to retrieve properties from isn't the owning quest, just write a global: MainScript Function Get() global return Game.GetFormFromFile(formID, "MyPlugin.esp") as MainScript EndFunction MainScript.Get().myProperty Or pass MainScript as a property.
Heroine HoneyCrotch Posted June 23, 2020 Author Posted June 23, 2020 3 minutes ago, Hawk9969 said: Not sure I understand what you want, Not picture me asking google? It's a verbatim game even in forums. The idea is to have a seperate esm, with a quest that has a script defining all properties I need defined(skooma,gold,playerref,blowjob faction,skoomaslut faction,ect...) I'm gonna have it a seperate esm(mod) so that have sure fire easy access to incorporating a few existing mods I have,in addition to mod Im making. So I have seperate file created, with single quest and script that is defining properties for me(posted image) I dont know if I have to do additional work on created script(image) or if its ready to be used for an auto property in a script. If I add sex to a script in dialogue, after creating dialogue I would create the initial script, I use "Debug.MessageBox("Temporary")", change the name of script,exit menu then go back in and then I would edit the source of newly created script so I could throw in "SexLabFramework property SexLab auto" and save then edit that newly added property. This has numerous things predefined within it.
Andy14 Posted June 23, 2020 Posted June 23, 2020 I'm not sure I understand what you want to do. If you want to create an ESM that contains properties in a script and other dependent ESPs are to read or overwrite the properties, then you should use Globals as properties.
Guest Posted June 23, 2020 Posted June 23, 2020 3 hours ago, Andy14 said: I'm not sure I understand what you want to do. If you want to create an ESM that contains properties in a script and other dependent ESPs are to read or overwrite the properties, then you should use Globals as properties. His post above yours was probably translated with a crappy online translator, which makes it even harder to understand. If by Global you mean GlobalVariable, then this is not what he "apparently" needs, since GlobalVariables can only store integral and floating point types and his screenshot shows properties derived from Form. You could store the Form ID of those objects, but "Game.GetFormEx(myProperty.GetValueInt()) as propertyType" just looks stupid, plus you can't make them read-only like you can with properties. 7 hours ago, Heroine of the Night said: ... Again, I can't fully understand this post, but I believe I've already gave you the answer. Use GetOwningQuest() if your dialogues belong to the Quest defining those properties, otherwise pass the Quest as a runtime property or create an utility global function that returns the Quest to you.
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