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[Geck] Refuses to save Script


Namorax

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Hi, my problem is that Geck refuses to save/compile one of my Scripts:

I can press whatever button I want, Geck does not leave the Script Window until I tell it to not safe the Script. Which probably means theres an Compile-Error somewhere...

 

So I went and looked for a solution: But Geck PowerUp is not giving me an error message when it refuses to compile this Script and Cipscis "Script Validator" is not showing me any errors with the Script itself.

Even after using Google and other sites I've found no solution for my problem... (Yes, I am using Win7 and I tried running everything in Admin-Mode)

 

 

And now I'm here making a post...

First a short explanation of the script itself and what it is supposed to do:

-I extracted the Healing Arch from Fallout 3 Mothership Zeta and placed it in an empty cell (An activator is using the Model)

-I dropped a Cubic Activator on the HealingArch so the player has to stand inside the Arch to activate the Script

-After Entering the Arch, Poisons and Addictions are removed from the player immediately (Arch's Animation gets changed)

-Every second the Player stands inside the Arch, Radiation and Injuries will be healed little by little and a Timer counts how long the player stands inside the arch

-After the Player leaves the Arch, it powers down and does not trigger the script until the Timer reaches 0 again.

 

I also checked that the Required ID of Message and Activator have the correct spelling. I have absolutely no idea why Geck refuses to save the Script.

If you need more Information I will try to provide them. If the script is hard tp read, I recommend copy-pasting it into the Script Validator since it really increases readability.

 

 

scn xXenonHealingArchScript

 

 

Float Timer

INT Status

 

Begin OnTriggerEnter Player

if Status == 0

Set Status to 1

Set Timer to 0

xXenonHealingArch.PlayGroup ReloadB 0

 

Player.RemoveSpell WithdrawalAlcohol

Player.RemoveSpell WithdrawalAntNectar

Player.RemoveSpell WithdrawalBuffout

Player.RemoveSpell WithdrawalHydra

Player.RemoveSpell WithdrawalJet

Player.RemoveSpell WithdrawalMentats

Player.RemoveSpell WithdrawalMorphine

Player.RemoveSpell WithdrawalPsycho

Player.RemoveSpell WithdrawalQuantumNukacola

Player.RemoveSpell WithdrawalRebound

Player.RemoveSpell WithdrawalSteady

Player.RemoveSpell WithdrawalTobacco

Player.RemoveSpell WithdrawalTurbo

 

Player.RemoveSpell BarkScorpionPoison

Player.RemoveSpell CazadorPoison

Player.RemoveSpell DeathClawPoison

Player.RemoveSpell DLC03FeralGhoulPoison

Player.RemoveSpell DLC03RadScorpion3Poison

Player.RemoveSpell NightstalkerPoison

Player.RemoveSpell RadScorpion1Poison

Player.RemoveSpell RadScorpion2Poison

else

ShowMessage xXenonHealingArchMessage

endif

 

END

 

 

Begin OnTriggerLeave Player

Set Status to 2

xXenonHealingArch.PlayGroup Backward 0

END

 

 

Begin Gamemode

 

if Status == 1 ;Arch is working

Set Timer to Timer + getSecondsPassed

player.RestoreActorValue PerceptionCondition 10

player.RestoreActorValue EnduranceCondition 10

player.RestoreActorValue LeftAttackCondition 10

player.RestoreActorValue RightAttackCondition 10

player.RestoreActorValue LeftMobilityCondition 10

player.RestoreActorValue RightMobilityCondition 10

player.RestoreActorValue RadiationRads 50

endif

 

if Status == 2 ;Arch is recharging

if Timer > 0

Set Timer to Timer - getSecondsPassed

else

Set Status to 0

xXenonHealingArch.PlayGroup Forward 0

xXenonHealingArch.PlayGroup SpecialIdle 0

endif

endif

END

 

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are you using the regular geck, or nvse-editor?

 

the regular geck wont save scripts, dont know why

 

if you are using nvse:

-navigate to the exe in your steam/steamapps/common/fallout new vegas folder

-right click, select send to desktop (create shortcut)

-right click on newly created shortcut, select properties

-in the target field, at the very end of the file path, type in -editor

 

that will allow nvse to function with the geck to work with custom scripts

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I tried the shortcut, and it still didnt work... Is it supposed to show the same Loading Image then the vanilla Geck?

 

EDIT: Nevermind, I finally found the reason: I used the wrong version of Geck-PU. Other then that using Geck-PU will really solve the problem.

Thanks + Kudos

Edited by Namorax
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