avianmosquito Posted September 25, 2011 Share Posted September 25, 2011 Here's the first script I changed. It's in the filtered dialogue window, attached to Doc Mitchell's line "Here, these are yours. Was all you had on you when you was brought in." SetObjectiveCompleted VCG01 50 1AddNote VMQ01CourierNote if IsPlayerTagSkill Guns player.additem WeapNVBBPistol 1 player.additem AmmoBB 300elseif IsPlayerTagSkill EnergyWeapons player.additem ToyLaser 1elseif IsPlayerTagSkill Explosives player.additem WeapGrenadeCherryBomb 20elseif IsPlayerTagSkill MeleeWeapons player.additem WeapNVStraightRazor 1elseif IsPlayerTagSkill Unarmed player.additem WeapNVBoxingTape 1elseif IsPlayerTagSkill Barter player.additem Caps001 100elseif IsPlayerTagSkill Lockpick player.additem Lockpick 10elseif IsPlayerTagSkill Medicine player.additem BloodPack 1elseif IsPlayerTagSkill Repair player.additem NVRepairKitelseif IsPlayerTagSkill Survival player.additem CaravanLunch 1 player.additem WaterPurified 3 player.additem PinyonNuts 5endif Here's the original, for comparison. SetObjectiveCompleted VCG01 50 1AddNote VMQ01CourierNote ; Basic starting equipment for all playersplayer.additem Stimpak 4player.additem caps001 18 if (IsPlayerTagSkill Lockpick) player.additem Lockpick 12else player.additem Lockpick 6endif if IsPlayerTagSkill Guns player.additem CondNV9mmPistolLoot 1 player.additem Ammo9mm75 60elseif IsPlayerTagSkill EnergyWeapons player.additem CondLaserPistolLoot 1 player.additem AmmoSmallEnergyCell75 25elseif IsPlayerTagSkill Explosives player.additem LootNVDynamite75 8else player.additem CondNV9mmPistolLoot 1 player.additem Ammo9mm75 30endif if IsPlayerTagSkill MeleeWeapons player.additem CondNVStraightRazorRaider 1elseif IsPlayerTagSkill Unarmed player.additem CondNVBoxingGloveLoot 1endif Here's the second script I edited, which is also in the filtered dialogue window, attached to Sunny Smiles's line "See those sasparilla bottles on the fence there? Take this and try to hit a couple of them." if (GetStage VCG02 < 20) SetStage VCG02 20 ; stop the patrol if it isn't already SunnyREF.ResetAIendifSetObjectiveCompleted VCG02 5 1;SetObjectiveDisplayed VCG02 10 1;;Enable Parent.VCG02BottleMarkerREF.Enable; if IsPlayerTagSkill Guns player.additem CondNVTargetRifle 1 player.additem Ammo22LR 60 player.equipitem Weap22Rifleelse player.additem CondBBGunNPC 1 player.additem AmmoBB 300 player.equipitem WeapBBGunendifSetStage CGTutorial 60 Original for comparison. if (GetStage VCG02 < 20) SetStage VCG02 20 ; stop the patrol if it isn't already SunnyREF.ResetAIendifSetObjectiveCompleted VCG02 5 1;SetObjectiveDisplayed VCG02 10 1;;Enable Parent.VCG02BottleMarkerREF.Enable;if (Player.GetItemCount WeapNVVarmintRifle == 0) player.additem condnvvarmintrifleloot 1endifPlayer.AddItem Ammo556mm 30player.equipitem weapnvvarmintrifleSetStage CGTutorial 60 Four problems arrived when I made this changes: 1. Both scripts refuse to compile. I guess I could copy the originals back in instead, but that's the only solution I have right now.2. Doc Mitchell's line causes him to give you to the default gear instead. Which makes no sense.3. Sunny's line "Cheyanne, stay. Don't worry, she won't bite unless I tell her to." Doesn't trigger.4. After I leave Mitchell's house, I don't get back the player controls that CG takes away. (Like attacking.) Granting them again through console command doesn't work either. Trying to use the pipboy to equip a weapon causes the pipboy "close" animation to freeze and then the weapon can't be drawn. Link to comment Share on other sites More sharing options...
davidlallen Posted September 25, 2011 Share Posted September 25, 2011 For scripts that refuse to compile, please download and use "geck powerup". This will show the syntax error in your script. Probably you have made a small error in the spelling of one of the items. As far as making the game unplayable, of course you can turn off your broken mod to play the game. Link to comment Share on other sites More sharing options...
avianmosquito Posted September 25, 2011 Author Share Posted September 25, 2011 (edited) For scripts that refuse to compile, please download and use "geck powerup". This will show the syntax error in your script. Probably you have made a small error in the spelling of one of the items. As far as making the game unplayable, of course you can turn off your broken mod to play the game. All the item names were copy-pasted in to prevent spelling errors.I'm already using geck powerup, and the mod is far to extensive to just disable. It'd be better just to change the script back, because that doesn't involve giving up on several months of work over a single script. Since I've written this I also found out that even the original script will refuse to compile, so it's a problem with the geck. Also, even if all mods are disabled the game refuses to return player controls, which means the problem isn't mod related, it's just very inconveniently timed. Edited September 25, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
davidlallen Posted September 25, 2011 Share Posted September 25, 2011 You write that the original and modified scripts both refuse to save. So perhaps you have pasted a spelling error from one to the other, or else deleted an item to which the script refers. Either way, when correctly installed and executed, geck powerup will show you the error in the script. If the game does not behave properly with all mods disabled, that is a problem with your installation which you will need to fix. Perhaps you can use the steam feature to check the game files, and/or reinstall. If the installation has stopped working then it may be painful to try modding without resolving that. Link to comment Share on other sites More sharing options...
avianmosquito Posted September 25, 2011 Author Share Posted September 25, 2011 (edited) There is no error in the original, or Fallout: New Vegas wouldn't work for anyone. I also deleted nothing, it's not a problem with the script. Also, GECK powerup is worse than useless. It doesn't point out any errors, but it does stop the "results script failed to compile" message from showing. Steam is also worse than useless, doing nothing to improve a game whilst adding all the problems of a downloadable game to a disk-installed one. I'm just reinstalling everything. f*** it. Predictably, this didn't work. Just like with Oblivion, reinstalling does absolutely nothing. Edited September 26, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
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