Kitanna Posted January 10, 2019 Share Posted January 10, 2019 it's probably something silly I'm just not noticing because I'm frustrated now so another set of eyes is always better Having a problem getting a script to work, somehow I broke it because I had it working. This is the same script for Edwin and Anomen and it works for them.... and did for Neht... IF Global("KKNehReacts","GLOBAL",1) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 StartDialogueNoSet(Player1) END this piece sets the global, and again same for edwin and anomen and works for them + ~InParty("SK#NEHT") InMyArea("SK#NEHT") !StateCheck("SK#NEHT",CD_STATE_NOTVALID) !Global("SK#NEHTRomanceActive","GLOBAL",3)~ + ~Neh'taniel seems a bit distressed by our news.~ DO ~SetGlobal("KKNPCJealous","GLOBAL",3) SetGlobal("KKNehReacts","GLOBAL",1)~ EXTERN KKCaliJ the dialogue, again same for edwin and anomen and works for them and now... it only works for neht if the pc clicks on him... APPEND SK#NehtJ IF WEIGHT #-1 ~Global("KKNehReacts","GLOBAL",1)~ KKNehReact Berelinde and i had this working years ago and now I want to throw calin in the recycle bin and click shred. this is the tp2 section ACTION_IF FILE_EXISTS_IN_GAME ~SK#Neht.dlg~ THEN BEGIN COMPILE ~Calin/Crossmod/KKNehReact.d~ ~Calin/Crossmod/KKNPCConflicts2.d~ ~Calin/Crossmod/KKNeht.baf~ END EXTEND_TOP ~AR0700.bcs~ ~Calin/Scripts/KKAR0700.baf~ EXTEND_BOTTOM ~cut218g.bcs~ ~Calin/scripts/kkTess02.baf~ EXTEND_TOP ~anomen.bcs~ ~Calin/Scripts/KKAnomen.baf~ EXTEND_TOP ~edwin.bcs~ ~Calin/Scripts/KKEdwin.baf~ anyone know what I did to break this? I tried EXTEND_TOP ~SK#Neht.bcs~ ~Calin/Crossmod/KKNeht.baf~ still no Quote Link to comment
jastey Posted January 10, 2019 Share Posted January 10, 2019 If ~SK#Neht.bcs~ is Nethaniel's script and KKNeht.baf contains the quoted script block then it should indeed make him react if the Global("KKNehReacts","GLOBAL",1) is set. (Doing COMPILE ~Calin/Crossmod/KKNeht.baf~ will only create a script "KKNeht.bcs", not sure that is what you intended.) But EXTEND_TOPing to Nethaniel's override script should do the trick. EDIT: What I mean is I don't see an error right away, if you need another pair of eyes you could attach the package. Quote Link to comment
Kitanna Posted January 10, 2019 Author Share Posted January 10, 2019 Hey Jastey! And thank you, so extend top like i did for ed and ano. (Doing COMPILE ~Calin/Crossmod/KKNeht.baf - that was there from 7 or 8 years ago and I dont know why because i cant remember. I know Berelinde said I needed to compile stuff related to Neht. so I dont need that? Quote Link to comment
jastey Posted January 10, 2019 Share Posted January 10, 2019 Unlike for the .d-files, where you specify inside the file to which dialogue (dlg) the content should be patched to, the .baf-files are worked in as a whole. So, either they (the whole file) get patched to an existing bcs by EXTEND_TOP / EXTEND_BOTTOM, or they create a new bcs with the same name as the baf-file if just compiled via COMPILE. I have the suspicion that "KKNeht.baf" is just the name of the baf-file you have the romance conflict script blocks in that should be added to Neth's script, so you do not need the "KKNeht.bcs" that would be created by the COMPILE ~Calin/Crossmod/KKNeht.baf~ line. Quote Link to comment
Kitanna Posted January 10, 2019 Author Share Posted January 10, 2019 Ah, I thought so. So, need to start a new game then. Got messed up install from installing and un-installing calin too much because using EXTEND_TOP still didnt work. Thank you for your help! How you have been well and thanks again. Quote Link to comment
Kitanna Posted January 11, 2019 Author Share Posted January 11, 2019 Still something wrong with the script. The global gets set but, if I kick Edwin and Anomen out of the party, the dialog that sets the global doesn't fire either. The script is in the override but it doesn't recognize it or something because its as if the script isn't even there Quote Link to comment
jastey Posted January 11, 2019 Share Posted January 11, 2019 What are the script blocks that do not trigger? Quote Link to comment
Kitanna Posted January 11, 2019 Author Share Posted January 11, 2019 The entire KKNeht.baf doesn't. I did EXTEND_TOP ~SK#Neht.bcs~ ~Calin/Scripts/KKNeht.baf~ bleh. IF InParty(Myself) !Global("SK#NehtRomanceActive","GLOBAL",3) Global("KKNPCJealous","GLOBAL",1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) THEN RESPONSE #100 IncrementGlobal("KKNPCJealous","GLOBAL",1) StartDialogueNoSet(Player1) END IF Global("KKNehReacts","GLOBAL",1) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 StartDialogueNoSet(Player1) END Quote Link to comment
jastey Posted January 11, 2019 Share Posted January 11, 2019 Things I would do to track down the problem: -Have a look at SK#Neht.bcs with NI: are the new script blocks attached? -add some DisplayStringHead to the script blocks to check whether it's the script that doesn't get executed or whether the dialogue isn't triggering Quote Link to comment
Kitanna Posted January 11, 2019 Author Share Posted January 11, 2019 (edited) No, they aren't attached, the dlg is tho Edited January 11, 2019 by Kitanna Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.