JustynThyme Posted October 28, 2010 Posted October 28, 2010 On 10/28/2010 at 2:06 AM, Kendo 2 said: I don't know for A FACT that Steam is jacking you but I know my 'personal' version of FOMM, the KF updater and bunch of other personal utilities I have don't jive with Steam. And you're damn right the script will work. I wrote it. Just be sure to make a quest with stage 0 and stage 5 and you script a quest script. To BE SURE the quest fires add a message to stage 5. Something like , 'This is stage 5'. You can delete the message after you know the mechanics work. Kendo 2 = trained professional. Okay, discovered the problem It was the fact that I didn't have my modded perk data loaded while I was making the script, so the GECK wasn't finding the perk I was calling, and failing the script compile. However, the mod still didn't work. Kendo, I tried your script, too, and that didn't work either. I created a quest with stage 0 and stage 5, but I can't seem to get the quest to function. According tot he AddPerk page of the GECK website, the quest should run at game start. Anyway, since I solved the compile issue, I'm going to start a new thread for the quest not running issue. Thanks for the help, guys.
crossfirex Posted November 27, 2010 Posted November 27, 2010 My geck appears to have a problem with the line "Begin GameMode" and various other standard script lines. This one I completely DO NOT understand, because I have looked up every fix imaginable and gotten nothing.
ChrissyMcp Posted January 3, 2011 Posted January 3, 2011 i know i have obviolsy did something wrong but i am making a mod in the geck that allows you to continue after the main questline is done.After I try to save a Script it says the following SCRIPTS: Script 'FadeToTimerScript', line 29:Missing parameter IntegerCompiled script not saved! Help would be very much appreciated kudos +
evertaile Posted January 26, 2011 Posted January 26, 2011 I'm having similar issues -- the command function 'disable' no longer works. I've created my Ref and then in the script attempt to ref.disable but the script won''t save. The same occurs when I set it as the result script in a quest. Any ideas? I've even tried the work around 'set ref.getdisabled to 1'
davidlallen Posted January 26, 2011 Posted January 26, 2011 I use "disable" all the time and it works. Are you 100% sure you have spelled the name of the reference correctly, and it exists? You may find the utility "geck powerup" to be very helpful, since it will show the exact line of any syntax error and some other helpful information.
evertaile Posted January 26, 2011 Posted January 26, 2011 On 1/26/2011 at 9:24 PM, davidlallen said: I use "disable" all the time and it works. Are you 100% sure you have spelled the name of the reference correctly, and it exists? You may find the utility "geck powerup" to be very helpful, since it will show the exact line of any syntax error and some other helpful information. Thanks..I''ll try that!
evertaile Posted January 26, 2011 Posted January 26, 2011 (edited) On 1/26/2011 at 9:33 PM, evertaile said: On 1/26/2011 at 9:24 PM, davidlallen said: I use "disable" all the time and it works. Are you 100% sure you have spelled the name of the reference correctly, and it exists? You may find the utility "geck powerup" to be very helpful, since it will show the exact line of any syntax error and some other helpful information. Thanks..I''ll try that! Apparently, according to Geck Powerup -- disable is not an existing variable, neither is GetDisabled(?) Am I using the correct syntax? The line appears in the result script for a quest stage as '00NPC2Ref.Disable 0' -- is that how it should appear? It's how I used to do it in Oblivion... Edited January 26, 2011 by evertaile
davidlallen Posted January 26, 2011 Posted January 26, 2011 Why do so many people use names that start with numbers? Do not do this, it does not work.
evertaile Posted January 27, 2011 Posted January 27, 2011 On 1/26/2011 at 11:57 PM, davidlallen said: Why do so many people use names that start with numbers? Do not do this, it does not work. >FACEPALM< Duh -- thanks bud...if I could give u more kudos I would 10fold...spanky.
WatersMoon110 Posted February 3, 2011 Posted February 3, 2011 (edited) I still can't save my script!I ran it as admin - both regular GECK and with the Power Up. The script is a simple CMF Companion. It will save without compiling, but it doesn't work. Edited February 3, 2011 by WatersMoon110
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