theacefes Posted March 18, 2008 Share Posted March 18, 2008 Okay, let's see what I did wrong. I'm going to post the script from my files for Sarah, so perhaps someone with better eyes can spot where I've messed up, thus not making Sarah appear after all the necessary components have been placed in the statue. The strange thing about all this is that this quest ran perfectly fine when I originally released the mod, but oh well. I am in the process of going back and renaming my variables to add prefixes to them, and the only mods I have installed are fixpack, tweaks, Auren, and Sarah, so yes...I am well aware that some of the variables don't have my prefix on them. Okay, so...here is BODHIAMB.baf IF Global("K#SarahVampire","GLOBAL",1) THEN RESPONSE #100 SetGlobal("Deactivate0801","AR0800",3) ForceSpell(Myself,DRYAD_TELEPORT) END Here is VAMPAMB.baf IF Global("CleanseVampire","AR1401",2) Global("K#SarahVampire","GLOBAL",3) Name("K#Sarah",Myself) AreaCheck("AR1401") THEN RESPONSE #100 SetGlobal("K#SarahVampire","GLOBAL",4) DialogInterrupt(TRUE) ChangeAIScript("K#Sarah",OVERRIDE) END IF Global("K#SarahVampire","GLOBAL",1) Global("RomanceVampire","GLOBAL",0) THEN RESPONSE #100 SetGlobal("RomanceVampire","GLOBAL",1) Continue() END IF Global("K#SarahVampire","GLOBAL",1) Global("RomanceVampire","GLOBAL",1) Global("RomanceVampireTeleport","GLOBAL",0) THEN RESPONSE #100 SetGlobal("RomanceVampireTeleport","GLOBAL",1) CreateVisualEffectObject("SPDIMNDR",Myself) Wait(2) DestroySelf() END Here is K#VMPSRH.baf IF Global("C6BodhiFight","AR0809",1) Allegiance(Myself,NEUTRAL) THEN RESPONSE #100 Enemy() END IF Die() THEN RESPONSE #100 SetGlobal("K#SarahVampire","GLOBAL",3) DropInventory() DestroySelf() END IF See([PC]) Delay(12) Allegiance(Myself,ENEMY) THEN RESPONSE #100 ReallyForceSpellDead([PC],VAMPIRE_DOMINATION) END And here is Cleanse.baf IF Global("CleanseVampire","AR1401",2) Global("K#SarahVampire","GLOBAL",3) Name("K#Sarah",Myself) AreaCheck("AR1401") THEN RESPONSE #100 SetGlobal("K#SarahVampire","GLOBAL",4) DialogInterrupt(TRUE) ChangeAIScript("K#Sarah",OVERRIDE) END IF Global("K#SarahVampire","GLOBAL",1) Global("RomanceVampire","GLOBAL",0) THEN RESPONSE #100 SetGlobal("RomanceVampire","GLOBAL",1) Continue() END IF Global("K#SarahVampire","GLOBAL",1) Global("RomanceVampire","GLOBAL",1) Global("RomanceVampireTeleport","GLOBAL",0) THEN RESPONSE #100 SetGlobal("RomanceVampireTeleport","GLOBAL",1) CreateVisualEffectObject("SPDIMNDR",Myself) Wait(2) DestroySelf() END And...here is the tp2 // Adds Scripts COMPILE ~SarahSoA/Scripts/K#VMPSRH.baf~ COMPILE ~SarahSoA/Scripts/K#SarahD.baf~ COMPILE ~SarahSoA/Scripts/K#Sarah.baf~ COMPILE ~SarahSoA/Scripts/K#Anna.baf~ COMPILE ~SarahSoA/Scripts/K#Gurie.baf~ EXTEND_BOTTOM ~AR1100.bcs~ ~SarahSoA/Scripts/AR1100.baf~ // Vamp Thing COPY ~SarahSoA/CREs/K#VMPSRH.cre~ ~override/K#VMPSRH.cre~ SAY NAME1 ~Sarah~ SAY NAME2 ~Sarah~ ADD_CRE_ITEM ~VAMPREG~ #0 #0 #0 ~IDENTIFIED~ ~LRING~ ADD_CRE_ITEM ~K#SRHBDY~ #0 #0 #0 ~IDENTIFIED~ ~QITEM1~ EXTEND_TOP ~CLEANSE.bcs~ ~SarahSoA/Scripts/CLEANSE.baf~ EXTEND_TOP ~VAMPAMB.bcs~ ~SarahSoA/Scripts/VAMPAMB.baf~ EXTEND_TOP ~BODHIAMB.bcs~ ~SarahSoA/Scripts/BODHIAMB.baf~ COMPILE ~SarahSoA/Scripts/K#VMPSRH.baf~ COMPILE ~SarahSoA/Scripts/K#SCUT01.baf~ I know it's a lot, but I would be most grateful if someone who hasn't been staring at this code for a few hours might be able to spot where I messed up. Thanks! EXTEND_BOTTOM ~AR0809.bcs~ ~SarahSoA/Scripts/AR0809.baf~ Link to comment
Mike1072 Posted March 19, 2008 Share Posted March 19, 2008 What you're appending to cleanse.baf is the same as what you're adding to vampamb.baf, and it should be quite different. (Also, your .tp2 compiles K#VMPSRH.baf twice.) Link to comment
theacefes Posted March 20, 2008 Author Share Posted March 20, 2008 Yes, this I see. Suggestions for corrections? Link to comment
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