[Papyrus] Setting up the Target Script as a Filled Property

Post » Thu Feb 04, 2016 3:48 am



I'm trying to make a lite version of Epic Restoration. This, unfortunately, has me doing a lot of script editing.



Mostly it's okay but this particular script is being quite a hassle:


http://pastebin.com/VMtjXRbZ


It reports the following error when trying to compile:


http://pastebin.com/sc6T60xM



As far as I know, the script is trying to use this property "DLC2MQ05Script Property DLC2MQ05 Auto" (which is attached to DLC2MQ05) to link to the other script (called DLC2MQ05Script) in order to use the function enableHM(false) further down. But for some reason, it doesn't recognise the DLC2MQ05Script Property.



I have found this on the Creation KIt wiki:



Declare the script that you want to access (ScriptB) as a property within the script you are trying to access it from (ScriptA).


  • This method is best when you only need access to a script that has a single instance (like a script attached to a specific Quest or ReferenceAlias). This is because you will have to choose the specific instance of the script you want to access when you fill the property in the CK.

It doesn't work, though. I'm still getting the error.



I have also tried unpacking the DLC2MQ05Script from the Dragonborn BSA, but even then I still get the error.



Am I doing something wrong?



Any help would be greatfully appreciated!



Thanks in advance



Kind regards



Sac




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Jade
 
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Post » Thu Feb 04, 2016 1:18 am

By default the DLC scripts are segregated into their own sub-folders in Data\Scripts\Source so the compiler isn't finding them. If you move or copy that quest script up a level to the Source folder your script should compile (unless there are other DLC scripts that also need to be moved up). The DLC scripts are in their folders because they sometimes replace original scripts and the developers wanted you to have access to all of the versions and know which ones came from which DLC.

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LuBiE LoU
 
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