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Can't save scripts made in the GECK?!


RetroNutcase

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I also need help let me show you

 

 

scn VenomScript
Short HasbeenHired
Short L38
Short DoOnce
int CombatStyleRanged
int CombatStyleMelee
int IsFollowingDefault
int IsFollowingLong
int FollowerSwitchAgressive
int Waiting
Begin Game Mode
If (DoOnce != 1)
Set HasBeenHired to 0
Set L38 to 0
Set CombatStyleRanged to 1
Set CombatStyleMelee to 0
Set IsFollowingDefault to 0
Set IsFollowingLong to 0
Set FollowerSwitchAgressive to 0
Set Waiting to 0
Set DoOnce to 1
EndIf
End
Thats my script, the story is
Im trying to make a nighstalke companion named Venom. He is supposed to be an advanced companion that adds the copanion command roulette etc
i take this steps to do the script
Open Script maker
New Script
Paste Script (i had to copy letter for letter before and i just took a wordpad file copy it)
Save
Exit
When i Exit a there is a box saying
Are you sure you want to save Current Script?
Current=
please help me I need help
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  • 2 months later...
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I'm only changing some text lines between quotes.... (Spell correcting) some mods.

I am not making any other changes to the mod, its just I am OCD when it comes to mispelled words or bad wording of something.

 

I open the .esp file for the mod, find the script line and just edit what is in between the quotes..

Nothing I do lets me SAVE the changes and recompile the scripts...

 

 

Any Ideas?

 

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  • 3 months later...

i found that 9 times out of 10 this issue is caused by not loading NVSE into GECK when editing scripts that use NVSE functions. i have gotten into the habit of ALWAYS using NVSE with GECK and i have never run into this issue again

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I've been seeing some kind of odd scripting error too.

 

I don't understand why, but it always takes exception to the final End.

 

Here is the script I am attempting to create:

 

 

SCN NVDLC01GordonRefScript
Short Task
Short PlayerSpotted
Begin GameMode
If (Task == 0)
Set PlayerSpotted to (GetLOS Player)
If PlayerSpotted
Set Task to 1
evp
Endif
Endif
End (this is what it is objecting to)
Sometimes I've just ripped a script from somewhere else, it's exactly the same as mine, but Geck rejects my handwritten script and is okay with a copied one.
That I do not understand.
Anyone got an explanation for why it doesn't like that final end?
I have no idea what I am doing, but according to the tutorial I am following, this is supposed to start up a Greet dialogue for an NPC or a Companion.
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I can't save my script, I checked for mistakes or intervals, didn't found any. When I save and then exit a message appears: "Do you want to save the current script? Current ="

 

Here's my script:

 

 

 

scn AugustusHillScript
short HasBeenHired
short L38
short DoOnce
int CombatStyleRanged
int CombatStyleMelee
int IsFollowingDefault
int IsFollowingLong
int FollowerSwitchAggressive
int Waiting
Begin GameMode
If (DoOnce != 1)
Set HasBeenHired to 0
Set L38 to 0
Set CombatStyleRanged to 1
Set CombatStyleMelee to 0
Set IsFollowingDefault to 0
Set IsFollowingLong to 0
Set FollowerSwitchAggressive to 0
Set Waiting to 0
Set DoOnce to 1
Endlf
End
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  • 4 months later...

I've never done scripting a side from minor HTML scripting, I understand that I can't save my Script, I do not believe there are any errors, I've also installed and ran Geck Power Up to see if that could help, and no dice, it doesn't give me an error report, here's the script I'm using, it's a script that gives the player a perk when a weapon is equipped, and takes it away when they unequip it.

 

ScriptName NCRNW44Mageffect

ref rEquipped ; Creates the value of which needs to referenced

ref rHasPerk ; Creates the value of which needs to be referenced

begin OnEquip player ; Begins the script when the weapon is equipped

set rEquipped to GetEquipped ; Sets rEquipped which is the reference value, to the GetEquipped value, which returns on what weapon the actor has equipped

if player.rEquipped == WeapNVNCRNW44Revolver ; Asks if whether or not the 44 Mag is equipped
player.AddPerk NightWolf44Magnum ; Gives the player the 44 Magnum perk if they have it equipped
endif

End

begin OnUnequip

set rHasPerk to HasPerk ; Sets rHasPerk which is the reference value, to the HasPerk value, which returns on if the actor has the perk or not

if player.rHasPerk NightWolf44Magnum ; Asks if the player has the 44 Mag perk
player.RemovePerk NightWolf44Magnum ; Removes the 44 Magnum perk if they have it
endif

End

 

Now, normally I could just do the OnEquip but I had read that if the weapon is broken and you try to equip it, it counts as OnEquip so it initiates the script, I went ahead and tried throwing in a way around it by doing a GetEquipped value that would check to see if it was actually equipped before giving the player the perk. Any issues spotted or do I just not understand how scripting works?

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  • 1 year later...

>>>EDIT<<<

 

Nevermind me I am an idiot. This actually works and I was looking in the wrong place.

 

Sorry to dig up a dead topic but needed some help. I'm making a basic trash destroyer in New Vegas and am using the code i used in Fallout 3. All the references are right and the code is exactly the same. Yet it refuses to save. I cant remember what I did last time because it was nearly a year ago. But I've tried tracing all the references and they all seem right.

 

 

 

scn GarbageDeleteScriptNoMenu

begin onActivate
GarbageCanPlayerObject.resetinventory
ShowMessage "TrashCompMSG"
end
Edited by SgtButters
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  • 1 year later...

im trying to make a companion mod and mine wont save heres the script

snc 1majorScript
short HasBeenHired
short L38
short DoOnce
int CombatStyleRanged
int CombatStyleMelee
int IsFollowingDefault
int IsFollowingLong
int FollowerSwitchAggressive
int Waiting
Begin GameMode
If (DoOnce != 1)
Set HasBeenHired to 0
Set L38 to 0
Set CombatStyleRanged to 1
Set CombatStyleMelee to 0
Set IsFollowingDefault to 0
Set IsFollowingLong to 0
Set FollowerSwitchAggressive to 0
Set Waiting to 0
Set DoOnce to 1
EndIf
End
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