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Everything posted by steamcanuck
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FalloutNV - PlaceAtMe results in crash
steamcanuck replied to steamcanuck's topic in Fallout New Vegas's GECK and Modders
Right. So I removed the code above from the UDF back to a token (I was using a token initially, anyway), and poof, it works. So for some reason, PlaceAtMe won't work in a UDF. Bug or feature, I wonder? -
FalloutNV - PlaceAtMe results in crash
steamcanuck replied to steamcanuck's topic in Fallout New Vegas's GECK and Modders
Doesn't matter, still results in a CTD. -
People may remember the Subjugation mod, it's still here on the Nexus. I've decided to revisit it and update things, make it cleaner, squish a few bugs, etc. Anyway, I'll share a code snippet first. It's a UDF that gets called when the player first subjugates a victim. My plan is to, instead of controlling the original target with my scripts & so on, create a copy. I figured, get the base form, and then use PlaceAtMe to create a copy, then destroy it when the subjugate gets released. scn SubSubjugateVictim ; reciprocal: SubReleaseVictim ref theVictim ref theBaseForm ref theSubjugate short listCount array_var fact_list Begin function {theVictim} printtoconsole "[SubC - SubSubjugateVictim] Received victim: %n %i" theVictim theVictim theVictim.RemoveItem SubjugateInitToken 1 ; check to see if he's in the forbidden list (companions) ; if so, scold the player and abort if eval (theVictim.IsInList SubjugateForbiddenList) MessageEx "%n is a companion and cannot be subjugated." theVictim return endif ; get the base form let theBaseForm := theVictim.GetBaseForm if eval (theBaseForm == 0) printtoconsole "[SubC] theBaseForm is empty." return endif ; add the victim to the form list AddFormToFormList SubjugateVictimList theVictim ; error checking let listCount := ListGetCount SubjugateVictimList printtoconsole "[SubC] SubjugateVictimList contains %.0f" listCount printc "[SubC]REF: %n (%i)%r[SubC]GBF: %n (%i)" theVictim theVictim theBaseForm theBaseForm ; create the subjugate ; NOTE: GetSelf will not work on the created form let theSubjugate := theVictim.PlaceAtMe theBaseForm 1 . . . PlaceAtMe results in a crash--I won't bother posting the remaining code (but will if people want). Can anyone shed light on why? Am I missing something important here? I should be clear, I'm aware of GetBaseObject, but GetBaseObject doesn't work well on levelled actors (as far as I understand from reading the GECK documentation).
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GECK compiler stopped working?
steamcanuck replied to steamcanuck's topic in Fallout New Vegas's Discussion
Nope, that's how I have it set up. Been using NVSE right from the get-go, both for the game and for the GECK. One of the things I thought might have been an issue was that the shortcut was linking through a network address "\\SC-DESKTOP\\..." which didn't sound right, so it was changed (that was before I posted here, btw) but it had no effect. -
GECK compiler stopped working?
steamcanuck replied to steamcanuck's topic in Fallout New Vegas's Discussion
Good to know about the label. But even a simpler command, PrintToConsole doesn't compile (used in a different script, but all the same creating the same issue). I'm using the most current version of the powerup (0-1-3-2 beta), and yes it's in the right place. It's as if the GECK isn't seeing NVSE for some reason. NVSE works as it's supposed to when I actually run the game. It's only when i try to use it with the GECK that I'm running into an issue. -
GECK compiler stopped working?
steamcanuck replied to steamcanuck's topic in Fallout New Vegas's Discussion
Tried running the powerup, no change. Made sure NVSE is running correctly (it works in-game properly), but GECK refuses to acknowledge it (confirmed it does actually loads into memory). -
Everything was working fine yesterday, even after adding the Honest Hearts DLC. This morning, when I started coding in the GECK, it refuses to save the script. This is the code I wrote yesterday, which works correctly in NV. scn aazSubjugationQuestScript short FactionInfamyEnabled short KarmaPenalty short TotalSubjugated short init short CurrentSubjugations begin gamemode if init == 0 set init to 1 set FactionInfamyEnabled to 1 set KarmaPenalty to 1 set TotalSubjugated to 0 set CurrentSubjugations to 0 endif if CurrentSubjugations != ListGetCount aazSubjugationList set CurrentSubjugations to ListGetCount aazSubjugationList printtoconsole "Subjugation list has changed." endif end So I made a few changes & so on... scn aazSubjugationQuestScript short FactionInfamyEnabled short KarmaPenalty short TotalSubjugated short init short CurrentSubjugations short c ref r begin gamemode if init == 0 set init to 1 set FactionInfamyEnabled to 1 set KarmaPenalty to 1 set TotalSubjugated to 0 set CurrentSubjugations to 0 endif if CurrentSubjugations != ListGetCount aazSubjugationList set CurrentSubjugations to ListGetCount aazSubjugationList printtoconsole "Subjugation list has changed." set c to 0 Label ListOutputLoop if c < CurrentSubjugations set r to ListGetNthForm aazSubjugationList c printtoconsole "%.0f - %n" c r set c to c + 1 Goto ListOutputLoop endif endif end I've ran it through the script validator from Cipscis-- no errors there. The form list referenced exists. Additionally, I've just noticed the editor won't allow ANY changes/saving at all. Anyone else experiencing this B.S.?