jfraser Posted February 20, 2015 Posted February 20, 2015 Oh no! I was favoring the opposing sports team. They lost, and now I am sad. Hehe... I should have said "So how about those Blackhawks, do you think they'll be able to beat the Orioles at the super bowl this year?" True story... in college, once when we were watching the super bowl, a friend did say "I thought the Indians were playing!" This was the same person who later on said, IIRC, something like "are we in the first half of the second half or the second half of the second half?" That does make a sort of sense. Sort of. Erm...what's the topic of this thread again? Oh yeah! Hey, doc, nice mod!
DocClox Posted February 20, 2015 Author Posted February 20, 2015 Why thank you. I had a whole long reply to CoCo's questions sorted out, but after a fun-packed evening of RL it looks like everything's been sorted out. Just one of those nights, I guess... [edit] @johnsnichols : nevertheless, thank you very much. Some days I need all the encouragement I can get
WaxenFigure Posted February 20, 2015 Posted February 20, 2015 Question 1: Set a Global flag in the CK and in your MOD's startup code check for the presence of the Mod (If Game.GetModByName("ModName.ESP") != 255 ... MyGlobalFlag = 1) Now you can use that global in the conditionals for that speech item and anywhere else you want to check for and possibly use something from that mod.That works... partially. Using the global flag in a dialog check works fine.The problem is, the script doesn't want to compile. The script: if Game.GetModByName("Captured Dreams.esp") != 255 coco_cdshopactive=1 endif The global variable: globalvar.jpg The error: CoCo_checkifcdshopactive.psc(9,51): required (...)+ loop did not match anything at input 'coco_cdshopactive' ... The code needs to be written like this: if (Game.GetModByName("Captured Dreams.esp") != 255) coco_cdshopactive.SetValue(1) endif I had forgotten that global variables have to be addressed using globalvar.GetValue() and globalvar.SetValue(newvalue).
Content Consumer Posted February 20, 2015 Posted February 20, 2015 That does make a sort of sense. Sort of. Aye. It was actually kind of poetic. Lo, did the mighty Patriots, guardians of the realm, defeat the evil Panther animals in a pitched battle that lasted for four days. On the first and third days, no ground was gained by the armies of the noble Patriots or the beastly Panthers, but in the second half of the first half of the battle, and yea, also in the second half of the second half of the battle, did both forces make great strides against their foes. But the Panthers could not win, for their strength lay in no particular area, but was thinly spread; and the Patriots had their mighty leader Brady, who passed against the Panthers often. And in the end, the field was littered with the corpses of the beasts, while the Patriots removed themselves from that gory arena, forever to claim the rights of victory, for another year, until they were forced to retreat against the onslaught of the Seahawks and Steelers not but two years on. Why thank you. I had a whole long reply to CoCo's questions sorted out, but after a fun-packed evening of RL it looks like everything's been sorted out. Nyah nyah nyah, you lost the race to school a newb! if (Game.GetModByName("Captured Dreams.esp") != 255) coco_cdshopactive.SetValue(1) endif I had forgotten that global variables have to be addressed using globalvar.GetValue() and globalvar.SetValue(newvalue). Ah dang. Nope. Compiling "CoCo_checkifcdshopactive"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): GetModByName is not a function or does not exist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): cannot call the member function GetModByName alone or on a type, must call it on a variable c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,45): cannot compare a none to a int (cast missing or types unrelated) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,4): variable coco_cdshopactive is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,22): none is not a known user-defined type No output generated for CoCo_checkifcdshopactive, compilation failed.
jfraser Posted February 21, 2015 Posted February 21, 2015 That does make a sort of sense. Sort of. Aye. It was actually kind of poetic.Lo, did the mighty Patriots, guardians of the realm, defeat the evil Panther animals in a pitched battle that lasted for four days. On the first and third days, no ground was gained by the armies of the noble Patriots or the beastly Panthers, but in the second half of the first half of the battle, and yea, also in the second half of the second half of the battle, did both forces make great strides against their foes. But the Panthers could not win, for their strength lay in no particular area, but was thinly spread; and the Patriots had their mighty leader Brady, who passed against the Panthers often. And in the end, the field was littered with the corpses of the beasts, while the Patriots removed themselves from that gory arena, forever to claim the rights of victory, for another year, until they were forced to retreat against the onslaught of the Seahawks and Steelers not but two years on. Why thank you. I had a whole long reply to CoCo's questions sorted out, but after a fun-packed evening of RL it looks like everything's been sorted out. Nyah nyah nyah, you lost the race to school a newb! if (Game.GetModByName("Captured Dreams.esp") != 255) coco_cdshopactive.SetValue(1) endif I had forgotten that global variables have to be addressed using globalvar.GetValue() and globalvar.SetValue(newvalue). Ah dang. Nope. Compiling "CoCo_checkifcdshopactive"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): GetModByName is not a function or does not exist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): cannot call the member function GetModByName alone or on a type, must call it on a variable c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,45): cannot compare a none to a int (cast missing or types unrelated) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,4): variable coco_cdshopactive is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,22): none is not a known user-defined type No output generated for CoCo_checkifcdshopactive, compilation failed. No, my Panthers would have won that fucking game if they could just cover a fucking onside kick. Thanks for using that as your example and instantly bringing out piles of rage I had locked away.
sapho888 Posted February 21, 2015 Posted February 21, 2015 Is all this crazy sports talk supposed to be a sneaky hint of what is in store for this mod? So sneaky.
WaxenFigure Posted February 21, 2015 Posted February 21, 2015 ... Ah dang. Nope. Compiling "CoCo_checkifcdshopactive"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): GetModByName is not a function or does not exist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): cannot call the member function GetModByName alone or on a type, must call it on a variable c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,45): cannot compare a none to a int (cast missing or types unrelated) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,4): variable coco_cdshopactive is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,22): none is not a known user-defined type No output generated for CoCo_checkifcdshopactive, compilation failed. You need to install the .PSC source files from SKSE. They are not needed to run Skyrim but to compile new scripts the source to the scripts they reference have to be available because Papyrus unlike every other compiler I've ever heard of uses the sources for referencing instead of the compiled files. They are listed as "optional" files for SKSE but they are not optional for developers.
DocClox Posted February 21, 2015 Author Posted February 21, 2015 OK. Doing this thing.I'm going to post this pretty much as is, on the grounds that if I start trying to fix bugs now I may never get around to posting anything.I am adding a message box saying "Warning: Alpha Code. Save now or unspeakable things may happen to you". Actually, knowing the tastes of some of the people here, that's probably more of an incentive than a warning.I'm also adding a fire by the cage so that hopefully frostfall players won't freeze to death in the cage. [edit] Done that
GaiusTerminus Posted February 21, 2015 Posted February 21, 2015 "very alpha indeed" is a great phrase.
monolith Posted February 21, 2015 Posted February 21, 2015 Ah, my willpower stat sucks. I wanted to wait for a big, stable update but I could not. Let's see....
Content Consumer Posted February 21, 2015 Posted February 21, 2015 ... Ah dang. Nope. Compiling "CoCo_checkifcdshopactive"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): GetModByName is not a function or does not exist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,9): cannot call the member function GetModByName alone or on a type, must call it on a variable c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(11,45): cannot compare a none to a int (cast missing or types unrelated) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,4): variable coco_cdshopactive is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CoCo_checkifcdshopactive.psc(12,22): none is not a known user-defined type No output generated for CoCo_checkifcdshopactive, compilation failed. You need to install the .PSC source files from SKSE. They are not needed to run Skyrim but to compile new scripts the source to the scripts they reference have to be available because Papyrus unlike every other compiler I've ever heard of uses the sources for referencing instead of the compiled files. They are listed as "optional" files for SKSE but they are not optional for developers. I opened up the archive and manually copied them in to data\scripts\source, overwriting as necessary. Didn't change anything, so I went ahead and used the installer version, maybe it's automated? Still doesn't work. Argh. I don't see anything on the skse page about optional sources (or optional anything, for that matter)... am I missing something? OK. Doing this thing. I'm going to post this pretty much as is, on the grounds that if I start trying to fix bugs now I may never get around to posting anything. I am adding a message box saying "Warning: Alpha Code. Save now or unspeakable things may happen to you". Actually, knowing the tastes of some of the people here, that's probably more of an incentive than a warning. I'm also adding a fire by the cage so that hopefully frostfall players won't freeze to death in the cage. [edit] Done that Gee, thanks. You've singlehandedly brought my own development to a standstill for the foreseeable future.
DocClox Posted February 21, 2015 Author Posted February 21, 2015 I opened up the archive and manually copied them in to data\scripts\source, overwriting as necessary. Didn't change anything, so I went ahead and used the installer version, maybe it's automated? Still doesn't work. Argh. I don't see anything on the skse page about optional sources (or optional anything, for that matter)... am I missing something? ) Look on the CK wiki, first and best source for just about everything related to papyrus scripting. http://www.creationkit.com/GetModByName_-_Game Gee, thanks. You've singlehandedly brought my own development to a standstill for the foreseeable future. I know that feeling well
Content Consumer Posted February 21, 2015 Posted February 21, 2015 OK, I reinstalled the source scripts again and this time it seems to be working. I went from five compile errors down to two. Progress! First error, it's telling me that my global variable I created is undefined, which it most certainly is not... unless a value of 0 for a short integer is undefined in the CK for some reason (and why don't they have bools, just ints and floats?) Nope, any value in the variable doesn't seem to work. Tried setting it to a long just for kicks, no dice. It's not a typo, either, like I'm trying to access a variable that's one letter off... I copied and pasted the name just to be sure. And I tried renaming the damn thing (getting rid of the underscore, who knows what'll make the CK balk?) and that didn't work either. Bleargh. Look on the CK wiki, first and best source for just about everything related to papyrus scripting.http://www.creationkit.com/GetModByName_-_Game I'll peruse this. And pursue this, for that matter.
Content Consumer Posted February 21, 2015 Posted February 21, 2015 Okay, big post here, because this is getting a little irritating for me. Consider this a bump? I dunno, I figure I'm missing something very basic. And... I am sorry for using this thread as my personal classroom. I'll stop soon, I promise. Problem My script: if (Game.GetModByName("Captured Dreams.esp") != 255) CoCoCDShopActive.SetValue(1) endif Gives this error: I figure, maybe there's something wrong with my own global. I don't know what the hell that might be, but I'll test something. New script (this is the entire script): CartQuickExit.SetValue(1) Gives this error: So obviously it's not my variable if it's doing this to vanilla stuff too. After some research, it turns out maybe there's a problem with properties? So this is my new script: GlobalVariable Property CoCoCDShopActive auto if (Game.GetModByName("Captured Dreams.esp") != 255) CoCoCDShopActive.SetValue(1) endif Aha, a different sort of error! I can't seem to find out what "no viable alternative" means. ... Of course, with just a little change, the script compiles perfectly fine: ; if (Game.GetModByName("Captured Dreams.esp") != 255) ; CoCoCDShopActive.SetValue(1) ; endif But I'm not ready to throw in the towel just yet, so... any advice? Question Anyone know how to check to see if a book has been read by the player? SkyUI does it, so I figure there's gotta be a way. I'd open up SkyUI and check, but the last time I did, I got scared and had to run away and suck my thumb for a while. This is not really a major deal, I'd just like to add in another dialog line or two if the player has read certain books. See, I can't mod worth shit, but I can create and understand dialogs. Even when some of them are a complete nightmare.
WaxenFigure Posted February 21, 2015 Posted February 21, 2015 How did you declare your global variable in the script, is should look something like this: GlobalVariable CoCoCDShopActive Property Auto Now, you see that word "Property"? Each script in the game has a property list associated with it so then you need to open the property list in the CK and associate that script property with the global variable you have set up.
Content Consumer Posted February 21, 2015 Posted February 21, 2015 Well, previously I had this: GlobalVariable Property CoCoCDShopActive auto Yours is this: GlobalVariable CoCoCDShopActive Property auto So I got it backwards? But now... So anyway, I edited the properties of the script to add in the global variable... (I thought you only needed to do that in the script, not properties, derp)... And on compile, I'm getting this error: Why the hell does the CK suddenly not know what an integer is?
vital Posted February 21, 2015 Posted February 21, 2015 Loving the update, though I'm not sure what the differences are just yet. How does the "Only way to travel" quest start?
DocClox Posted February 21, 2015 Author Posted February 21, 2015 Loving the update, though I'm not sure what the differences are just yet. How does the "Only way to travel" quest start? After you finish the first race, the courier will turn up with a new message. He doesn't set off for something like 36 hours so you may need to wait a bit or travel around to kill some time @CoCo: http://www.creationkit.com/Variables_and_Properties#Auto_Properties The wiki, every time
Content Consumer Posted February 21, 2015 Posted February 21, 2015 @CoCo: http://www.creationkit.com/Variables_and_Properties#Auto_Properties The wiki, every time But why should I do my own research when I can just come here and whine for other people to do my work for me? None of these work, they all give varying errors: GlobalVariable Property CoCoCDShopActive = 0 auto int GlobalVariable Property CoCoCDShopActive = 0 auto int Property CoCoCDShopActive = 0 auto Property CoCoCDShopActive = 0 auto Okay, that's enough begging for now... I'm going to read that wiki cover to cover, maybe something will pop up.
vital Posted February 21, 2015 Posted February 21, 2015 Loving the update, though I'm not sure what the differences are just yet. How does the "Only way to travel" quest start? After you finish the first race, the courier will turn up with a new message. He doesn't set off for something like 36 hours so you may need to wait a bit or travel around to kill some time @CoCo: http://www.creationkit.com/Variables_and_Properties#Auto_Properties The wiki, every time I'm an idiot. I didn't update my MO file with the newest 0.3 file...
WaxenFigure Posted February 21, 2015 Posted February 21, 2015 @CoCo: http://www.creationkit.com/Variables_and_Properties#Auto_Properties The wiki, every time But why should I do my own research when I can just come here and whine for other people to do my work for me? None of these work, they all give varying errors: GlobalVariable Property CoCoCDShopActive = 0 auto int GlobalVariable Property CoCoCDShopActive = 0 auto int Property CoCoCDShopActive = 0 auto Property CoCoCDShopActive = 0 auto Okay, that's enough begging for now... I'm going to read that wiki cover to cover, maybe something will pop up. You can't assign an initial value to a global variable in a script using a declaration. The initial value is assigned in the CK when the global variable is set up. ; Bad GlobalVariable Property CoCoCDShopActive = 0 auto ; Good GlobalVariable Property CoCoCDShopActive auto
idonotlikeusernames Posted February 21, 2015 Posted February 21, 2015 Will you eventually add support for male player characters here, like you did with "a sporting proposition" ?
WaxenFigure Posted February 21, 2015 Posted February 21, 2015 Will you eventually add support for male player characters here, like you did with "a sporting proposition" ? He's releasing a mod that's incomplete that he's barely worked on for quite a while because he was playing other games after this game got stale for him. I think asking for more than what we just got is probably out of the question for now. Maybe later if he develops an appetite for this game again.
vital Posted February 21, 2015 Posted February 21, 2015 Just finished the new quest. Yep it's buggy and incomplete but boy is it good. Thanks for the hard work so far! Bugs report for future fixes - The red-screen effect remained for the duration of the scene. - Tied animation on the cart is a bit "flickery" may be due to the size of the character's legs. - Getting up on to the cart is a bit tricky. You may want to give the player control for that bit.
DocClox Posted February 21, 2015 Author Posted February 21, 2015 Okay, that's enough begging for now... I'm going to read that wiki cover to cover, maybe something will pop up. If you haven't, I thoroughly recommend the scripting tutorials. There's a few basics that aren't entirely obvious if you're used to conventional programming environments. Will you eventually add support for male player characters here, like you did with "a sporting proposition" ? Well, the only real male character support was not barring them from the quest. Cursus checks to see if you're sure and that's about it. Which is pretty much what I had in mind for this one, to be honest. Although some of the animations might break if you have a male PC because of the way I'm selecting them in SexLab, I suppose. I guess if you knew which ones were suitable for which stage I could add support. If it comes down to me having to go through all the MM combinations looking for something that works though ... well, it'll happen faster if you know what you want, put it that way. I think asking for more than what we just got is probably out of the question for now. Maybe later if he develops an appetite for this game again. I think I'll put some time into the mod again. If I start getting overly stressed about it I'll have to stop, but having got this far it would be nice to finish this segment at least. Just finished the new quest. Yep it's buggy and incomplete but boy is it good. Thanks for the hard work so far! Hey, you're welcome. I'm just glad it finally got released. The red-screen effect remained for the duration of the scene. That was kind of intentional ... but I'm not sure it works so well. There's a hyper-arousal state that has some definite drawbacks for the PC, and I wanted a visual reminder of it, but I think the continuing red shader is probably overkill. I might try just pulsing the world red every 10 seconds or so and see if that's less wearing. Tied animation on the cart is a bit "flickery" may be due to the size of the character's legs. Yeah. Debugging that was a pain. I'll see if I can improve the position a bit. Getting up on to the cart is a bit tricky. You may want to give the player control for that bit. Good idea. Let the PC get up of her own will, and if she doesn't then I can put her on auto-pilot. I'll look at that.
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