blakfyre Posted October 23, 2010 Share Posted October 23, 2010 When I create a new script, GECK puts a nameless placeholder in the scripts list. When I click the save button or save from the drop-down, however, nothing happens. If I close the window, it asks me if I wan to save the current script but makes a point that "Current = ". It seems like it has no clue what to name the script or how. I've used both ScriptName and scn with the same results. Am I just being a bonehead? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 23, 2010 Share Posted October 23, 2010 It doesn't tell you what your errors are like the old geck did. It just won't save if there are any. So you have to figure out why the script won't compile. Once it is compile-able, it will save like it's supposed to. Link to comment Share on other sites More sharing options...
blakfyre Posted October 23, 2010 Author Share Posted October 23, 2010 annoying... will try again.Thanks EDIT: Yep, That was the problem. Not very intuitive to learn the inner workings of a picky engine with a tool that just laughs at you when you've made a mistake -_- Link to comment Share on other sites More sharing options...
Qbiinz Posted October 24, 2010 Share Posted October 24, 2010 annoying... will try again.Thanks EDIT: Yep, That was the problem. Not very intuitive to learn the inner workings of a picky engine with a tool that just laughs at you when you've made a mistake -_- sorry i didnt catch that what was the solution? im having the same problem trying to save a custom script for this companion im making. . . really frustrating. sry im kind of a noob "not compile-able"? ive tried recompiling all the scripts but i still end up with a blank one that wont save Link to comment Share on other sites More sharing options...
pogswarts Posted October 24, 2010 Share Posted October 24, 2010 I'm have the same issue, can you please tell how you fixed it? Link to comment Share on other sites More sharing options...
eviljasonn666 Posted October 24, 2010 Share Posted October 24, 2010 you have to figure out what the problem is. The new geck doesn't tell you what is wrong so you have to figure it out on your own. So if it won't save it becomes a guessing game on what is wrong and yes it sucks. Link to comment Share on other sites More sharing options...
pogswarts Posted October 24, 2010 Share Posted October 24, 2010 ^ That does suck, well thanks for a quick reply. Link to comment Share on other sites More sharing options...
maximusnz Posted October 31, 2010 Share Posted October 31, 2010 Yep Im having the same problem... Half a solution to find your errors in your script could be to write the same script in the FO3 Geck, and hit save.. Any errors will then show up.. Where Im stuck is even though it tells me error on line 11, all I have done is used a script from a mod in FO3, and changed the naming convention to suit my mod.. so I cant see where the error is.. Link to comment Share on other sites More sharing options...
Oes10 Posted October 31, 2010 Share Posted October 31, 2010 There is a fix for NV Geck regarding the issue of script errors not showing up. 1.) Download the zip "ScriptError1.zip" attached to this post 2.) Unzip and place the files (NVGeckExt.dll and NVGeckLoader.exe) in your NV root folder (not data or anything else..) 3.) Launch GECK through the "NVGeckLoader.exe" 4.) Enjoy your errors again. :) Link to comment Share on other sites More sharing options...
DeonDF Posted October 31, 2010 Share Posted October 31, 2010 That's very useful, kudos! Link to comment Share on other sites More sharing options...
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