OverlordManny Posted November 20, 2010 Share Posted November 20, 2010 I'm having serious issues with the geck. We disagree on everything it seems. So I'm trying to build my first mod with a quest and such. Well here's what I'm trying to accomplish. I want a menu that removes Items from the player and then adds items to a (persistent) referenced container. The geck refuses to save my script. Here's my code. scn 00DMCapMachineScript short awaitingInput00DM short buttonVar00DM short metal Begin OnActivate set metal to (player.getitemcount spareparts) if (GetActionRef == player) ShowMessage 00DMCapPressMenuMessage set awaitingInput00DM to 1 endif End Begin GameMode if awaitingInput00DM == 1 set buttonVar00DM to getbuttonpressed if buttonVar00DM == 0 if metal >= 1 player.RemoveItem spareparts 1 00DMCapCollectorREF.AddItem CounterfeitCaps 100 else ShowMessage 00DMNotEnoughMetalMessage endif elseif buttonVar00DM == 1 if metal >= 10 player.RemoveItem spareparts 10 00DMCapCollectorREF.AddItem CounterfeitCaps 1000 else ShowMessage 00DMNotEnoughMetalMessage endif endif endif End If I change the '00DMCapCollectorREF' to 'player' the script compiles and works great, taking scrap metal from the player and adding counterfeit caps to the player. But I want to add the counterfeit caps to a container. Is this not possible? I know it can be done for merchants because there's a tut for that in the wiki. So why is the geck giving me so much hell? Link to comment Share on other sites More sharing options...
OverlordManny Posted November 20, 2010 Author Share Posted November 20, 2010 Also for some reason when I try to put conditions on the buttons of a message the buttons will not appear at all, even if the condition is true. Is this a bug? Link to comment Share on other sites More sharing options...
Interfer0 Posted November 20, 2010 Share Posted November 20, 2010 It should work like it is, but the GECK is a beast with its own mind. Try making the object reference of the counterfit device the container. Then use Getref and Myref instead of the ID. I am not a big scripter, but those I have done, have been a pain. Link to comment Share on other sites More sharing options...
OverlordManny Posted November 20, 2010 Author Share Posted November 20, 2010 (edited) I figured out the problem I think. I don't know why the hell it is a problem but it seems like the geck didn't like the two leading zeros in my reference name. I have been trying to build a quest of four days and honestly the geck is way too buggy and glitchy for me. It's just not worth my efforts to have to fight to try to figure out all its stupid little unwritten rules. Sorry don't mean to complain I'm just frustrated that the program is a pile of crap. I can't continue writing my quest since I can't use conditions on messages, (the game just shows blank menus if I do). I got pretty far but I'm not going to release a quest that is broken and buggy due to unintentional limitations of the editor. I'm amazed Obsidian or even Bethesda got a game created with it. I will no longer complain of bugs in their games because if this is the tools they used to create FO3 and FONV they are gods for getting anything done. Edited November 20, 2010 by OverlordManny Link to comment Share on other sites More sharing options...
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