Difference between revisions of "Talk:Bethesda Tutorial Basic Quest Scripting"
Jump to navigation
Jump to search
Talk:Bethesda Tutorial Basic Quest Scripting (edit)
Revision as of 00:21, 12 June 2012
, 00:21, 12 June 2012no edit summary
imported>Fg109 |
imported>Mrmikeymoo |
||
Line 91: | Line 91: | ||
:Change the script to "extends Actor" instead. --[[User:Fg109|Fg109]] 01:29, 31 May 2012 (EDT) | :Change the script to "extends Actor" instead. --[[User:Fg109|Fg109]] 01:29, 31 May 2012 (EDT) | ||
==Problems with finding the Amulet Script== | |||
I'm sure I've made the "GSQAmuletScript" before in an earlier attempt, but I can't find it in my scripts at all. I can't remake it either, because the Creation Kit says it already exists. I ended up naming it something else, but is there any way to find out where my lost script went? I can find my newly named script in the script lists, however. So it's really not an urgent problem. | |||
===Possible solution to your problems=== | ===Possible solution to your problems=== | ||
I've noticed that some of you are just copying and pasting the final script portion for the amulet. This won't compile on it's own, because you need to add a property line specifying what quest is being advanced by retrieving the amulet. To do this, simply add: "Quest Property MDQ01 auto" (without quotes) Hope this helps! --[[User:Themaineman|Themaineman]] 16:02, 28 May 2012 (EDT) | I've noticed that some of you are just copying and pasting the final script portion for the amulet. This won't compile on it's own, because you need to add a property line specifying what quest is being advanced by retrieving the amulet. To do this, simply add: "Quest Property MDQ01 auto" (without quotes) Hope this helps! --[[User:Themaineman|Themaineman]] 16:02, 28 May 2012 (EDT) |