MissBling2000 Posted March 21, 2017 Posted March 21, 2017 Hello again! Basically from my quest I have an onend fragment that looks like this: aaaMotherDearestMainScript MDM Debug.notification("cons start") MDM.BeginConsensual(akSpeakerRef as Actor) It compiles and when the dialog plays out, I get the 'cons start' message. Then we have the added Main script called aaaMotherDearestMainScript - it compiles and all properties are added. It is also added to the relevant Topic Info with this fragment. Scriptname aaaMotherDearestMainScript extends Quest Conditional import PapyrusUtil import JsonUtil SexLabFramework property SexLab auto sslSystemConfig property Config auto Actor property PlayerRef auto Function BeginConsensual(Actor sPart) Debug.notification(" BEFORE SEX STUFF HERE") SexLab.QuickStart(PlayerRef, sPart) EndFunction But, it just dies. No error, nothing in log, it doesn't fire the notification. Any ideas/thoughts?
MissBling2000 Posted March 22, 2017 Author Posted March 22, 2017 I think my main issue here was that I didn't make a proper declaration of the script I needed to call, it needs to be declared outside the fragment using 'view source' and set to the relevant quest/script. Ended up however doing this, and it works fine. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 2 Scriptname aaaMDgoodfucking Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Debug.notification("cons start") If Utility.RandomInt(1, 2) == 1 SexLab.Quickstart(Game.GetPlayer(), akSpeaker, victim = none, Hook = "Fin", AnimationTags = "Anal") else SexLab.Quickstart(Game.GetPlayer(), akSpeaker, victim = none, Hook = "Fin", AnimationTags = "Vaginal") endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab Auto Quest fragments in Creation Kit are not user friendly. OBSERVE the declaration in be bottom below the END FRAGMENT CODE that have to be added FIRST and given content through clicking on the fragment THEN you can go back into the fragment and add other code (or the bugger will not compile).
vpoteryaev Posted March 22, 2017 Posted March 22, 2017 I think my main issue here was that I didn't make a proper declaration of the script I needed to call, it needs to be declared outside the fragment using 'view source' and set to the relevant quest/script. Ended up however doing this, and it works fine. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 2 Scriptname aaaMDgoodfucking Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Debug.notification("cons start") If Utility.RandomInt(1, 2) == 1 SexLab.Quickstart(Game.GetPlayer(), akSpeaker, victim = none, Hook = "Fin", AnimationTags = "Anal") else SexLab.Quickstart(Game.GetPlayer(), akSpeaker, victim = none, Hook = "Fin", AnimationTags = "Vaginal") endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab Auto Quest fragments in Creation Kit are not user friendly. OBSERVE the declaration in be bottom below the END FRAGMENT CODE that have to be added FIRST and given content through clicking on the fragment THEN you can go back into the fragment and add other code (or the bugger will not compile). If SexLab as property is used rarely in your script (like in fragments), it may not be declared at all. Just use SexLabUtil.GetAPI().QuickStart(.....) KindRegards
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