cassiannn Posted November 26, 2016 Share Posted November 26, 2016 (edited) I'm having trouble saving scripts in the GECK, whether I make a new one or edit an existing one I can't seem to save them.My original script was: scn PrivatePincerCompanionScript short Status ;1 = following, 2 = waiting, 3 = sandboxing short DoOnce BEGIN GameMode if ( DoOnce != 1 ) set Status to 3 set DoOnce to 1 endif END however after running it through Cipscis it said "The value of the local variable 'Status' was never used in this script" and so I changed it to: scn PrivatePincerCompanionScript short Status ;1 = following, 2 = waiting, 3 = sandboxing short DoOnce BEGIN GameMode if ( DoOnce != 1 ) if ( Status == 0 ) set Status to 3 endif set DoOnce to 1 endif END and Cipscis seemed to accept that. However when I tried to save it in the GECK I had no warning that it failed or any confirmation that it worked and it isn't showing up in any dropdown menus. Extra info:I'm using the Geck PowerUp 1.4 Fork.I'm using NVSE 5.0b3.I'm launching the GECK through nvse-loader.exe -editor in administrator mode. Any help on this issue would be greatly appreciated as this is honestly driving me completely bonkers. Edited November 26, 2016 by Sabovich Link to comment Share on other sites More sharing options...
rickerhk Posted November 26, 2016 Share Posted November 26, 2016 That's odd.Try prefixing your variables - like 'i' for int/short, 'f' for float, and 'r' for REF. scn PrivatePincerCompanionScript short iStatus ;1 = following, 2 = waiting, 3 = sandboxing short iDoOnce BEGIN GameMode if ( iDoOnce != 1 ) set iStatus to 3 set iDoOnce to 1 endif END Link to comment Share on other sites More sharing options...
uhmattbravo Posted November 26, 2016 Share Posted November 26, 2016 The original should compile in geck. Personally, I'd check for doOnce == 0, because it should be set at 0 to start anyway. You shouldn't need to run the check on status to change it. I don't know what Cipscis is, I'm assuming a compiler? But I think it may be wrong on this. Why it wouldn't show up in the drop downs if geck accepted it is a mystery to me. Link to comment Share on other sites More sharing options...
cassiannn Posted November 26, 2016 Author Share Posted November 26, 2016 That's odd.Try prefixing your variables - like 'i' for int/short, 'f' for float, and 'r' for REF. scn PrivatePincerCompanionScript short iStatus ;1 = following, 2 = waiting, 3 = sandboxing short iDoOnce BEGIN GameMode if ( iDoOnce != 1 ) set iStatus to 3 set iDoOnce to 1 endif END Just tried this, still isn't saving unfortunately. The original should compile in geck. Personally, I'd check for doOnce == 0, because it should be set at 0 to start anyway. You shouldn't need to run the check on status to change it. I don't know what Cipscis is, I'm assuming a compiler? But I think it may be wrong on this. Why it wouldn't show up in the drop downs if geck accepted it is a mystery to me. Setting it to DoOnce == 0 didn't seem to fix it either. I'm using the Geck PowerUp with NVSE and it isn't spitting out an error when I try to save so I assume the code is right?Cipscis is a papyrus script validator, here's the link:http://www.cipscis.com/fallout/utilities/validator.aspx Link to comment Share on other sites More sharing options...
cassiannn Posted November 26, 2016 Author Share Posted November 26, 2016 I loaded up the ESP in FNVEdit and it turns out the script is saving but isn't showing up in the GECK for some reason, here's a screenshot: http://prntscr.com/dbzt19 Link to comment Share on other sites More sharing options...
cassiannn Posted November 26, 2016 Author Share Posted November 26, 2016 Alright I feel like a complete moron now, it turns out the script wasn't showing up because I accidentally saved it as an Object script instead of a Quest script and the GECK wouldn't allow me to just open it up again and change it. I created a new script and it's working fine now Sorry for the waste of time guys :pinch: Link to comment Share on other sites More sharing options...
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