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GECK, NVSE Geck Powerup can't save


Corejob

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Help, I am going crazy and can't solve this one.

 

 

 

 

I am running win 7 64 bit, GECK 1.4, NVSE 2 beta 9 and GECK powerup 1.6. I launch GECK using geck-pu-nvse.exe and still can't save scripts. Any ideas?

 

 

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Help, I am going crazy and can't solve this one.

 

 

 

 

I am running win 7 64 bit, GECK 1.4, NVSE 2 beta 9 and GECK powerup 1.6. I launch GECK using geck-pu-nvse.exe and still can't save scripts. Any ideas?

so what does it say when you TRY to save? what pops up? what happens?

and if you want, you can post the script here too, that way we can see which line has the flaw.

I'm guessing this is a NVSE-needed script function you are attempting to implement?

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so what does it say when you TRY to save? what pops up? what happens?

and if you want, you can post the script here too, that way we can see which line has the flaw.

I'm guessing this is a NVSE-needed script function you are attempting to implement?

 

 

 

This is a working script I am modifying.

 

 

 

 

 

 

scn SelectAN94

 

; Lets the player select between semi and Burst modes

 

; By Tod Glenn, AKA corejob

; Based on work nyDerek Hyde, AKA kerededyh

; Free for anyone to use, just give credit where credit is due

; Note: Requires NVSE

 

; Set the Variables

short SFmispressed

short SFmode

short SFburstSize

short SFanimation

float SFskill

float SFtimer

float SFburstTime

float SFrof

float SFburstMult

float SFattackMult

 

float SFattackMult ; new line can't save

 

 

; Set the variables prior to use

; 1 = Semi-auto, 2 = Burst, 3 = Full-auto

begin onequip

set SFmispressed to 0

if getweaponisautomatic == 1 ; Detect if weapon is auto or semi by default. Set initial mode

set SFmode to 3

set SFanimation to 7

showmessage SelectFireAuto

else

set SFmode to 1

set SFanimation to getweaponattackanimation

showmessage SelectFireSemi

endif

; Set number of rounds per burst

set SFburstSize to 2

 

; Set the burst multiplier

set SFburstMult to 3

 

; Set the timer based on rate of fire

set SFrof to getweaponfirerate

set SFburstTime to SFburstSize/(SFrof * SFburstMult)

end

 

; Flush the variables when no longer necessary

begin onunequip

set SFmispressed to 0

set SFskill to 0

set SFmode to 0

set SFBurstSize to 0

set SFtimer to 0

set SFburstTime to 0

set SFrof to 0

set SFanimation to 0

end

 

begin gamemode

; make sure you are holding the weapon

if player.isweaponout == 1

 

; make sure you can fire, but are not doing so

if iscontroldisabled 4 == 0 && iscontrolpressed 4 == 0 ; Check for enabled attacking, and not firing

 

; check for button held

if SFmispressed == 0

 

if iskeypressed 50 == 1 ; If "M" is pressed (check http://fose.silverlock.org/fose_command_doc.html if you want to change it from "M"

set SFmispressed to 1 ; Set the held variable

 

; Semi

if SFmode == 3 ; If the weapon is on Auto

setweaponisautomatic 0 ; Make it semiautomatic

set SFmode to 1 ; Ditto

setweaponattackanimation SFanimation ; Set the anim default

setweaponanimattackmult 1.5 ; Allow rapid Semiautomatic fire

showmessage SelectFireSemi ; Optional Message

 

; Set the 100 higher to have a flat increase in both Min and Max (lower will decrease)

; Set the 50 lower to have a larger gap between Min and Max (higher will shrink it)

; set SFskill to (100-(player.getav guns))/50 ; Max 2, Min 0

; setweaponminspread SFskill ; Low Spread

 

player.Playgroup JamC 1 ; Switch Anim

playsound wpnpistol10mmfiredry ; Click

player.playgroup idle 0 ; Normal Anim

 

; Burst

elseif SFmode == 1 ; if the weapon is on Semi

setweaponisautomatic 1 ; Full auto necessary

set SFmode to 2 ; Let the script know the mode

setweaponattackanimation 8 ; Set the anim to AttackLoop

setweaponanimattackmult SFburstMult ; Prevent ridiculous fire rates

showmessage SelectFireBurst ; Optional Message

 

; Set the 150 higher to have a flat increase in both Min and Max (lower will decrease)

; Set the 50 lower to have a larger gap between Min and Max (higher will shrink it)

; set SFskill to (150-(player.getav guns))/50 ; Max 3, Min 1

; setweaponminspread SFskill ; High Spread

 

player.Playgroup JamC 1 ; Switch Anim

playsound wpnpistol10mmfiredry ; Click

player.playgroup idle 0 ; Normal Anim

 

; Full Auto

elseif SFmode == 2 ; if the weapon is on Burst

set SFmode to 3 ; Let the script know the mode

setweaponanimattackmult 1 ; up the burst rof

showmessage SelectFireAuto ; Optional Message

 

; Set the 150 higher to have a flat increase in both Min and Max (lower will decrease)

; Set the 50 lower to have a larger gap between Min and Max (higher will shrink it)

; set SFskill to (150-(player.getav guns))/50 ; Max 3, Min 1

; setweaponminspread SFskill ; High Spread

 

player.Playgroup JamC 1 ; Switch Anim

playsound wpnpistol10mmfiredry ; Click

player.playgroup idle 0 ; Normal Anim

 

endif

else ; If "M" is not being pressed

set SFmispressed to 0 ; Reset th held variable

endif

 

else

; let you switch modes

if iskeypressed 50 == 0

set SFmispressed to 0

endif

endif

endif

 

; Burst limiter

if SFmode == 2 ; If in burst mode

if iscontroldisabled 4 == 0 ; Attack control not disabled

if iscontrolpressed 4 ==1 ; Attack button pressed

if SFtimer <= 0 ; If the timer has expired

disablecontrol 4 ; Prevent firing

set SFtimer to SFburstTime

else ; If timer still active

; Modify the timer

set SFtimer to SFtimer - getsecondspassed

endif

else ; If attack button is not pressed

set SFtimer to SFburstTime ; Reset Timer

enablecontrol 4 ; Reallow firing

endif

else ; If firing is disabled

if iscontrolpressed 4 == 0 ; If trigger not held

enablecontrol 4 ; Enable firing

endif

endif

else ; If not in burst mode

if SFtimer != SFburstTime ; If the timer is not set

set SFtimer to SFburstTime ; Timer Reset

endif

endif

endif

end

 

 

 

 

 

 

 

When i click close or save, I get a save dialog but nothing saves and I can't exit unless I select save: no

 

 

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If you are using the correct power-up (the fork) http://www.newvegasn...le.php?id=41642

 

Then the NVSE support part of it is a plugin that goes into Data\NVSE\Plugins

 

Then you launch the GECK with nvse_loader.exe -editor

 

 

 

Thanks, that worked. Weird that geck-pu-nvse.exe doesn't work any more

 

 

 

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