ThatOtherUser Posted July 22, 2015 Share Posted July 22, 2015 Alright, fellas, I've got a question for everybody, and this thing's driving me up the wall. First off, the specifics. I've got GECK Version 1.4.0.518.NVSE Version 4.5 Beta 7.GECK PowerUp Version 0.1.2 RC. Now, the issue. GECK will not load with any features from either of these mods. I have these files in my Fallout New Vegas folder: GECK.exenvse_1_4.dllnvse_1_4.mapnvse_1_4ng.dllnvse_editor_1_4.dllnvse_steam_loader.dllnvse_loader.exegeckpu-nv.dllgeckpu-nv.exegeckpu-nv-nvse.exe I legitimately have no idea what's going on. I've tried running nvse_loader.exe -editor through the Command Line, I've tried making a shortcut with the target being nvse_loader.exe and -editor put outside the quotes, I've tried running geckpu-nv-nvse.exe and geckpu-nv.exe, and I'm getting no access to any of the features of either. Without NVSE, I can't get any further on my mod, and I've tried everything I can think of, even overwriting all the files for NVSE and GECK PowerUp. I've searched on Google, and I haven't been able to find anything concerning my problem that wasn't fixed by something I tried. Has anyone run into this issue, and if so, how'd you go about fixing it? And yes, Fallout: New Vegas does use NVSE. I know this because Wasteland Defense functions just fine, and GetNVSEVersion works in-game, but not in a GECK script. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 22, 2015 Share Posted July 22, 2015 Do you not need the ssce5432.dll that comes with geck? I don't use powerup or nvse so not sure if any of those ext. make it obsolete or not. Link to comment Share on other sites More sharing options...
ThatOtherUser Posted July 22, 2015 Author Share Posted July 22, 2015 I've got that DLL as well, yeah. GECK launches when using the nvse_loader -editor and the other methods up there, it's just I can't use any of the NVSE or GECK PU features. I don't get it. Link to comment Share on other sites More sharing options...
ThatOtherUser Posted July 23, 2015 Author Share Posted July 23, 2015 Alright, figured out the problem. Just had to update my GECK to the beta version. Now I've got a new question. I'll be taking a closer look at this script tonight, posting this from work, but can anyone notice anything glaringly wrong about this script? scn WMTTESTSpecAmmoSCRIPT ref ammoSelectedAmmo ref formSpecialAmmoTypes ref weapEquippedWeapon int intDamageIsSet int intWeaponOriginalDamage Begin GameMode ; If the player has a gun. if (weapEquippedWeapon != 0) if (ammoSelectedAmmo != player.GetWeaponAmmo) let ammoSelectedAmmo := Player.GetWeaponAmmo set intDamageIsSet to 0 PrintToConsole "Selected ammo is: " + ammoSelectedAmmo endif if (formSpecialAmmoTypes == 0) let formSpecialAmmoTypes := WMTAllSpecialAmmoTypes PrintToConsole "Loaded special ammo types: " + formSpecialAmmoTypes endif if (ammoSelectedAmmo.IsInList formSpecialAmmoTypes) if (intDamageIsSet == 0) int intWeaponModdedDamage let intWeaponOriginalDamage := weapEquippedWeapon.GetAttackDamage let intWeaponModdedDamage := (intWeaponOriginalDamage + (intWeaponOriginalDamage * 0.10)) SetAttackDamage intWeaponModdedDamage weapEquippedWeapon set intDamageIsSet to 1 endif endif endif ; If the player doesn't have a gun. if (weapEquippedWeapon == 0) if (player.GetEquippedObject 5 != 0) let weapEquippedWeapon := player.GetEquippedObject 5 endif endif ; If the player has a gun that's different from what we have stored. if (weapEquippedWeapon != 0) if (weapEquippedWeapon != player.GetEquippedObject 5) let weapEquippedWeapon := player.GetEquippedObject 5 endif endif End I realize this script could be very ad hoc in its design, I'm still learning how to do this, but I can't really tell why this won't do what it's supposed to. It compiles just fine in my mod, so I got that figured out, but I dunno why it isn't modding the damage of the player's current weapon. Am I doing something wrong with SetAttackDamage, maybe? Link to comment Share on other sites More sharing options...
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