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GECK won't load with NVSE or GECK PowerUp


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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.exe

nvse_1_4.dll

nvse_1_4.map

nvse_1_4ng.dll

nvse_editor_1_4.dll

nvse_steam_loader.dll

nvse_loader.exe

geckpu-nv.dll

geckpu-nv.exe

geckpu-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.

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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?

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