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How to print variables from a perk's "Add Activate Choice"?


Cogneter

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Posted

Reposting from the Nexus forums, in case I get a faster reply here.

I'm creating a mod that adds a perk. The entry point of that perk is "Activate", and the function is "Add Activate Choice". This allows me to run a script whenever the player character interacts with another NPC.
 
And all was going well, until I tried outputting a variable ("player.GetAV Strength" in my case) for debugging purposes. This is when things turned ugly - I could not.

After a couple hours of researching, this is the code I have come up with:

int iValue
set iValue to 42
MessageEx "MessageEx: The value of iValue is %g" iValue
PrintToConsole "PrintToConsole: The value of iValue is %g" iValue
ShowMessage STUNuTest iValue

The message inside "STUNuTest" is "Test %g".
 
So I start the game, activate the perk, and here are the results I get:
1) MessageEx doesn't show up.
2) PrintToConsole doesn't output anything in the console.
3) ShowMessage displays the following: "Test 0".

"Ok", I thought to myself, "perhaps my GECK or FNV are broken, or my NVSE is installed incorrectly".

Then I tried the exact same code from above, but put it in the script of a quest, like this:

scn STUNuQuestScript

begin gamemode
    int iValue
    set iValue to 42
    MessageEx "MessageEx: The value of iValue is %g" iValue
    PrintToConsole "PrintToConsole: The value of iValue is: %g" iValue
    ShowMessage STUNuTest iValue
end

When I start the game, this is what I get:
1) MessageEx outputs "MessageEx: The value of iValue is 42" on the screen.
2) PrintToConsole outputs "PrintToConsole: The value of iValue is 42" in the console.
3) ShowMessage displays the following: "Test 42".

 

My questions are:

  • Is there something wrong with the scripts inside the perk's "Add Activate Choice" that prevents them from passing variables and calling NVSE functions?
  • If yes, is there any workaround that would allow me to output variables from there?
  • If no, is there a perk-less alternative that would allow me to assign an "Activate" event to all NPCs?

I'm launching both FNV and G.E.C.K with nvse_loader.exe.

Posted

Found out what the problem was - the scripts inside the perks don't allow to declare variables. I'm now using quest-declared variables and it seems to work.

 

MessageEx and PrintToConsole weren't showing up because iValue was null.

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