gallardo10000 Posted February 19, 2013 Share Posted February 19, 2013 I also need help let me show you scn VenomScript Short HasbeenHiredShort L38Short DoOnce int CombatStyleRangedint CombatStyleMeleeint IsFollowingDefaultint IsFollowingLongint FollowerSwitchAgressiveint 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 EndIfEnd 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 makerNew ScriptPaste Script (i had to copy letter for letter before and i just took a wordpad file copy it)SaveExit 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 Link to comment Share on other sites More sharing options...
QuintenWolfe Posted April 27, 2013 Share Posted April 27, 2013 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? Link to comment Share on other sites More sharing options...
mikeloeven Posted August 14, 2013 Share Posted August 14, 2013 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 Link to comment Share on other sites More sharing options...
XTgrndr Posted August 15, 2013 Share Posted August 15, 2013 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 TaskShort PlayerSpotted Begin GameModeIf (Task == 0)Set PlayerSpotted to (GetLOS Player)If PlayerSpottedSet Task to 1evpEndifEndifEnd (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. Link to comment Share on other sites More sharing options...
devilism666 Posted August 18, 2013 Share Posted August 18, 2013 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 HasBeenHiredshort L38short DoOnce int CombatStyleRangedint CombatStyleMeleeint IsFollowingDefaultint IsFollowingLongint FollowerSwitchAggressiveint Waiting Begin GameModeIf (DoOnce != 1)Set HasBeenHired to 0Set L38 to 0Set CombatStyleRanged to 1Set CombatStyleMelee to 0Set IsFollowingDefault to 0Set IsFollowingLong to 0Set FollowerSwitchAggressive to 0Set Waiting to 0Set DoOnce to 1EndlfEnd Link to comment Share on other sites More sharing options...
jazzisparis Posted August 18, 2013 Share Posted August 18, 2013 I can't save my script, I checked for mistakes or intervals, didn't found any. Well, you have a typo. It's barely noticeable, but you've put a small 'L' instead of 'I' in Endlf. Link to comment Share on other sites More sharing options...
HakunoWolf Posted January 12, 2014 Share Posted January 12, 2014 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 NCRNW44Mageffectref rEquipped ; Creates the value of which needs to referencedref rHasPerk ; Creates the value of which needs to be referencedbegin 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 endifEndbegin 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 endifEnd 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? Link to comment Share on other sites More sharing options...
SgtButters Posted July 9, 2015 Share Posted July 9, 2015 (edited) >>>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 onActivateGarbageCanPlayerObject.resetinventoryShowMessage "TrashCompMSG"end Edited July 9, 2015 by SgtButters Link to comment Share on other sites More sharing options...
gamer29013 Posted June 17, 2017 Share Posted June 17, 2017 im trying to make a companion mod and mine wont save heres the script snc 1majorScript short HasBeenHiredshort L38short DoOnce int CombatStyleRangedint CombatStyleMeleeint IsFollowingDefaultint IsFollowingLongint FollowerSwitchAggressiveint Waiting Begin GameModeIf (DoOnce != 1)Set HasBeenHired to 0Set L38 to 0Set CombatStyleRanged to 1Set CombatStyleMelee to 0Set IsFollowingDefault to 0Set IsFollowingLong to 0Set FollowerSwitchAggressive to 0Set Waiting to 0Set DoOnce to 1EndIfEnd Link to comment Share on other sites More sharing options...
Ladez Posted June 17, 2017 Share Posted June 17, 2017 im trying to make a companion mod and mine wont save heres the scriptYou have a type in the first line - it's "scn", not "snc". Link to comment Share on other sites More sharing options...
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