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Changed two scripts, neither works.


avianmosquito

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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 1

AddNote VMQ01CourierNote

 

if IsPlayerTagSkill Guns

player.additem WeapNVBBPistol 1

player.additem AmmoBB 300

elseif IsPlayerTagSkill EnergyWeapons

player.additem ToyLaser 1

elseif IsPlayerTagSkill Explosives

player.additem WeapGrenadeCherryBomb 20

elseif IsPlayerTagSkill MeleeWeapons

player.additem WeapNVStraightRazor 1

elseif IsPlayerTagSkill Unarmed

player.additem WeapNVBoxingTape 1

elseif IsPlayerTagSkill Barter

player.additem Caps001 100

elseif IsPlayerTagSkill Lockpick

player.additem Lockpick 10

elseif IsPlayerTagSkill Medicine

player.additem BloodPack 1

elseif IsPlayerTagSkill Repair

player.additem NVRepairKit

elseif IsPlayerTagSkill Survival

player.additem CaravanLunch 1

player.additem WaterPurified 3

player.additem PinyonNuts 5

endif

 

 

Here's the original, for comparison.

 

 

SetObjectiveCompleted VCG01 50 1

AddNote VMQ01CourierNote

 

; Basic starting equipment for all players

player.additem Stimpak 4

player.additem caps001 18

 

if (IsPlayerTagSkill Lockpick)

player.additem Lockpick 12

else

player.additem Lockpick 6

endif

 

if IsPlayerTagSkill Guns

player.additem CondNV9mmPistolLoot 1

player.additem Ammo9mm75 60

elseif IsPlayerTagSkill EnergyWeapons

player.additem CondLaserPistolLoot 1

player.additem AmmoSmallEnergyCell75 25

elseif IsPlayerTagSkill Explosives

player.additem LootNVDynamite75 8

else

player.additem CondNV9mmPistolLoot 1

player.additem Ammo9mm75 30

endif

 

if IsPlayerTagSkill MeleeWeapons

player.additem CondNVStraightRazorRaider 1

elseif IsPlayerTagSkill Unarmed

player.additem CondNVBoxingGloveLoot 1

endif

 

 

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.ResetAI

endif

SetObjectiveCompleted VCG02 5 1;

SetObjectiveDisplayed VCG02 10 1;

;Enable Parent.

VCG02BottleMarkerREF.Enable;

 

if IsPlayerTagSkill Guns

player.additem CondNVTargetRifle 1

player.additem Ammo22LR 60

player.equipitem Weap22Rifle

else

player.additem CondBBGunNPC 1

player.additem AmmoBB 300

player.equipitem WeapBBGun

endif

SetStage CGTutorial 60

 

 

Original for comparison.

 

 

if (GetStage VCG02 < 20)

SetStage VCG02 20 ; stop the patrol if it isn't already

SunnyREF.ResetAI

endif

SetObjectiveCompleted VCG02 5 1;

SetObjectiveDisplayed VCG02 10 1;

;Enable Parent.

VCG02BottleMarkerREF.Enable;

if (Player.GetItemCount WeapNVVarmintRifle == 0)

player.additem condnvvarmintrifleloot 1

endif

Player.AddItem Ammo556mm 30

player.equipitem weapnvvarmintrifle

SetStage 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.

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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 by avianmosquito
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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.

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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 by avianmosquito
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