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Can't save scripts made in the GECK?!


RetroNutcase

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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.

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  • 5 weeks later...
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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.
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  • 1 month later...

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 Integer

Compiled script not saved!

 

 

Help would be very much appreciated kudos +

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  • 4 weeks later...

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'

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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!

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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 by evertaile
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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.

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