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Johnathon

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  1. Huh... Must've had a messed up version of NVSE installed. Did a reinstall of everything and now it compiles just fine. Thanks so much for the help!
  2. I still get the same cannot parse on line 23. The error seems to be in using a variable that's a short rather than a ref for the search value, which is odd since it works fine if I use an actual number and the scripting examples all say it can be a number for an array search.
  3. The compiler override was something I tried to see if it would fix the issue. Forgot to remove it when that didn't fix it. Thanks. I tried to do it separate as well and the error occurs on the let line saying it couldn't compile it still. Not sure why it is doing that.
  4. I'm working on a mod (or more specifically a script for a mod) that will better randomize songlists more like a normal media player where it won't repeat a song until every song in the playlist has already been played. For some reason, I can't get the NVSE array functions to work and I can't for the life of me figure out why it is. This is the script (not complete, but should function-ish) ScriptName JSTexasRangersRadioSCRIPT short nStory; short bDoTransition; short NextSonga; short nTracksPlayed; short playNextNow; short RandGen; short TrackCount; array_var aPlayedSongs Begin _GameMode if aPlayedSongs == 0; set TrackCount to 92; set playNextNow to 1 let aPlayedSongs := Ar_Construct "array" set NextSonga to 1; endif if playNextNow == 0; Not time to play the next track yet. Exit the script. return elseif playNextNow; Time to randomly select the next track. if eval (Ar_Find NextSonga, aPlayedSongs) == Ar_BadNumericIndex; THIS IS THE LINE WITH ISSUES ; It's not in the array. We need to add it. Ar_Append aPlayedSongs, NextSonga if eval Ar_Size aPlayedSongs == TrackCount Ar_Resize aPlayedSongs 0 endif endif ; Time to generate a random number. set RandGen to rand 1, TrackCount; if eval (Ar_Find RandGen, aPlayedSongs) == Ar_BadNumericIndex set playNextNow to 0 set NextSonga to RandGen else return endif endif EndI cannot get this script to compile. When I try to save it, it tells me that line 23 cannot be parsed. Now, if I replace "NextSonga" with a number, then the compiler doesn't complain about the line anymore, but I need it to check if the variable's value exists in the array. Any advice would be greatly appreciated.
  5. Easiest way I can tell from a quick glance at MMUE's description and info, go to the Nipton town hall and head inside. If the exit doors back outside after you go in are double doors, then MMUE is working. Like so: http://static-5.nexusmods.com/15/mods/130/images/45104-1-1346595519.jpg
  6. Yep - I'd highly recommend NMM, especially for texture mods. For texture mods, it's very likely you'll need to archive invalidate as well to get them to work. But the basic way of enabling a mod through the launcher is to click on "Data Files" and check the boxes for the ESPs you downloaded.
  7. Did you check your graphics settings in the launcher to make sure they didn't get turned all the way down?
  8. This is not so much an error message you're seeing pop up, but rather a configuration page for the mod. Per the mod's description: The display error may be one of your other mods causing the actual options to overlap. Try disabling a few mods at a time to figure out which mod it is that is causing that issue. Once you figure it out, disable it until you've done the initial configuration for all the mods and you should be okay.
  9. There is no odd dark circle on my screen. I changed my gamma settings to check and indeed it does show up. Change your in game brightness settings in Settings>Display>Brightness and you should be able to see just fine. Let me know if that doesn't help.
  10. Could you post a screenshot? The correct location is just outside the room with the mainframe. Try closing the game and relaunching it to see if that helps if you are in the correct location.
  11. I'm working on a mod (or more specifically a script for a mod) that will better randomize songlists more like a normal media player where it won't repeat a song until every song in the playlist has already been played. For some reason, I can't get the NVSE array functions to work and I can't for the life of me figure out why it is. This is the script (not complete, but should function-ish) ScriptName JSTexasRangersRadioSCRIPT short nStory; short bDoTransition; short NextSonga; short nTracksPlayed; short playNextNow; short RandGen; short TrackCount; array_var aPlayedSongs Begin _GameMode if aPlayedSongs == 0; set TrackCount to 92; set playNextNow to 1 let aPlayedSongs := Ar_Construct "array" set NextSonga to 1; endif if playNextNow == 0; Not time to play the next track yet. Exit the script. return elseif playNextNow; Time to randomly select the next track. if eval (Ar_Find NextSonga, aPlayedSongs) == Ar_BadNumericIndex; THIS IS THE LINE WITH ISSUES ; It's not in the array. We need to add it. Ar_Append aPlayedSongs, NextSonga if eval Ar_Size aPlayedSongs == TrackCount Ar_Resize aPlayedSongs 0 endif endif ; Time to generate a random number. set RandGen to rand 1, TrackCount; if eval (Ar_Find RandGen, aPlayedSongs) == Ar_BadNumericIndex set playNextNow to 0 set NextSonga to RandGen else return endif endif End I cannot get this script to compile. When I try to save it, it tells me that line 23 cannot be parsed. Now, if I replace "NextSonga" with a number, then the compiler doesn't complain about the line anymore, but I need it to check if the variable's value exists in the array. Any advice would be greatly appreciated.
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