Corejob Posted October 20, 2011 Share Posted October 20, 2011 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? Link to comment Share on other sites More sharing options...
weijiesen Posted October 21, 2011 Share Posted October 21, 2011 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? Link to comment Share on other sites More sharing options...
Corejob Posted October 21, 2011 Author Share Posted October 21, 2011 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 Variablesshort SFmispressedshort SFmodeshort SFburstSizeshort SFanimationfloat SFskillfloat SFtimerfloat SFburstTimefloat SFroffloat SFburstMultfloat SFattackMult float SFattackMult ; new line can't save ; Set the variables prior to use; 1 = Semi-auto, 2 = Burst, 3 = Full-autobegin 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 necessarybegin 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 0end 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 endifend When i click close or save, I get a save dialog but nothing saves and I can't exit unless I select save: no Link to comment Share on other sites More sharing options...
rickerhk Posted October 21, 2011 Share Posted October 21, 2011 If you are using the correct power-up (the fork) http://www.newvegasnexus.com/downloads/file.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 Link to comment Share on other sites More sharing options...
Corejob Posted October 21, 2011 Author Share Posted October 21, 2011 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 Link to comment Share on other sites More sharing options...
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