Thanks for replying. But, Papyrus is still making me feel like an idiot.
This is the script attached to my book:
Spoiler Scriptname MyBookScript extends ObjectReference
MyQuestScript Property MyQuestScriptRef Auto
Message Property MyMessage1 Auto
Message Property MyMessage2 Auto
Function ReadMyBook()
MyQuestScriptRef.iSetting1 = MyMessage1.Show()
MyQuestScriptRef.iSetting2 = MyMessage2.Show()
MyQuestScriptRef.bAllSet = True
End Function
This is the script attached to the quest:
Spoiler Scriptname MyQuestScript Extends Quest Conditional
Int Property intSetting1 = 0 Auto Conditional
Int Property intSetting2 = 0 Auto Conditional
Int Property intSetting3 = 0 Auto Conditional
Bool Property bAllSet = False Auto Conditional
Both of the scripts compile fine, all of the Properties are set through the CK, even the Quest script.
When I read the Book, the Messages pop up. But, nothing I've tried has worked, and I've been trying every permutation and variation I can think of. Then starting a new game to test with, to make sure there's no save-game left-overs, a dozen times or more.
But, I am stumped (for now)... What's the secret? Just how the heck are properties passed between scripts in Papyrus?