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wektis

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  1. Hi all, Unusual issue that I have never experienced before, GECK crashes when attempting to add a topic. I searched for a solution and found that for many other people simply plugging in a microphone will do the trick, this hasn't worked for me. Now the weird part - I went back to an old mod and can open/change/add topics at will with no crashes... So I guess primarily I was wondering if anyone had a fix apart from plugging in a microphone, and secondly I was wondering if the theory that its not some obscure geck coding that causes the issue but something the user does to cause the issue in the first place holds water. (granted I have no idea what I may have done differently on the old mod compared to the new) Thanks Wek.
  2. A couple of quick pointers that I think will make things easier on you. Create a quest and have it set to Start Game Enabled. Create your script, making sure it is a Quest script (not Object which is the default) scn addremoveperk Begin GameMode ;the rest of your script END Go back to your quest and add the script and your done. Remember is the script doesn't save there is something wrong with your syntax.
  3. Is the mesh in the data/mesh folder, and the associate textures in the data/texture folder? Sub folders within those are fine but for some reason not having them causes all sorts of problems.
  4. I haven't really played around with weapon mods so it could be a bucket list of problems. The only thing that comes to mind from my experience is the sound file. Is it in the correct format? (and sorry no, I can't recall right now exactly what the correct format is >< )
  5. Hi all, Have been researching this for a few hours now with no luck, wondering if its possible to open up the pipboy world map via script? I don't mean a separate/new map or anything like that, I basically want to force the pipboy to come up on the map screen either when the player activates an object or as part of a quest. Thanks. Wek.
  6. I assume you are talking about scripting the door to be unlocked by your terminal. I'm going to go back to basics here with some checks. In relation to your reference problem, ar you selecting the door in the cell within geck and in the first box entering a ref? (ie testdoor1Ref) Are you making the door and terminal a persistant reference? (needed on anything a script is attached to for the script to work) Looks like your putting the script in the terminal, are you compiling the script before exiting the window? Another long way around to do it if you keep having problems might be to have the terminal activate a switch and have your script on the switch to unlock the door. Thats just some ideas to help youout.
  7. Packages are really only used by NPC's, which is why it wont work when you change the Ref to player. Did you look at NVDLC04EDEActivateSilo1 in GECK? It just makes sure EDE goes to a specific point. I would find and look at the actual item that EDE is interacting with, not the point that the package sends EDE to, but the piece of in game furniture or whatever is thats right next to it. If the item doesn't have the details you looking for perhaps there is a trigger box near or around it that does. Wek.
  8. I only really look for 2 things, it either has to have lots of nifty features, or it has to look cool :dance:
  9. I only just realised that myself a day or two ago >< Yay for scripts based on time haha
  10. :biggrin: Finally found a snippet on the Bethesda forums that is working for me, still have no idea why my previous tries didn't work. SCN HAWTimerTestScript short DoOnce Float nDeliveryDay Begin GameMode If DoOnce == 0 Set DoOnce to 1 Set nDeliveryDay to GameDaysPassed EndIf If GameDaysPassed >= (nDeliveryDay + 1) && DoOnce == 1 Set DoOnce to 2 ShowMessage HAWTimeTestMesg EndIf End Wek
  11. I must be genius -.- I have managed to write and rewrite this script every way possible where geck will save it but I still get no results. I'm not even getting anything from this SCN HAWTimerTestScript Float Timer Begin GameMode Set Timer to GameDaysPassed If GameDaysPassed - Timer >= 1 ShowMessage HAWTimeTestMesg EndIf End Am I doing something fundamentally wrong here?
  12. Hi all, Quick question for the more experienced than I. I have a quest, within that quest one of the dialogue options activates a switch (code below), what I want to happen is 2 days after this conversation a message will come up advising the player to go back to the npc. Instead no message. Nadda. The script saves, which obviously means the basic syntax is correct, but when doing research into the problem and looking at other scripts that measure time, they all appear to start with the Begin GameMode function. So two questions. Do scripts that measure time need to begin with the GameMode? If so, that would mean the script would trigger after 2 days of playing and not necessarily 2 days after talking to my NPC... wouldn't it? Wek. Begin OnActivate set selectfactionstart to gamedayspassed if gamedayspassed - selectfactionstart >= 2 ShowMessage NIPCheckInMesg01 AddTopic NIPSamCF01 AddTopic NIPSpudCF01 endif
  13. The only thing that comes to mind is your missing something the mod needs. Have you tried re-downloading and installing AWOP? If so I'm out of ideas sorry. In particular you may be missing some information that AWOP needs and tried to load when the first crash happened, which would explain why it keeps crashing now.
  14. I to have this bug, every time I see it makes me wish a skilled modder could somehow trigger it to allow you to sit behind cover and fire blindly over the top of it :)
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