anb2004 Posted February 14, 2012 Share Posted February 14, 2012 First of all i'm not really good with scripting, but i try to learn thats for sure..so please bear with me my purpose is trying to port some favorite popular mods from FNV into FO3 (of course it is), unfortunately some of these popular mod are heavily scipted..so i was curious is there a huge differences between script that using NVSE and FOSE ? or do i need to "rebuild" the script all over again that compatible with FOSE ? one of the mod that i was trying to port over is Advanced J3XMotorcycle by invalidfate (i just love how he can animated when turning left/right when driving and ride companion token) here is a small example where is some line from the mod (i think) like "detectNVSEversion" or "detectNVSE", so is it just changing it into "detectFOSE" ? (which i think its not that simple). really appreciated every help, and thanks in advance FYI : no, i'm not intended to upload it, just for personal use. Link to comment Share on other sites More sharing options...
rickerhk Posted February 14, 2012 Share Posted February 14, 2012 Once you get the mod open with the FO3 Geck, using Fose_loader - editor, you need to recompile all the scripts made by the mod, then resolve any errors that crop up. NVSE and FOSE are mostly similar but there are functions in NVSE that aren't available in FOSE - particularly some UI functions, I think. GetNVSEVersion isn't really important if the mod is just for yourself, so I would just comment out that section of code, since you know you have it ;) Link to comment Share on other sites More sharing options...
anb2004 Posted February 16, 2012 Author Share Posted February 16, 2012 (edited) thanks rickerhk, been busy to build the mod again with FO3 geck+ Fose, stil avoid with the scripts coz i know geck would'nt save the script if some reference inside it has not been made. so far so good, and hoping it will continue like that. Edited February 16, 2012 by ebony_ivory Link to comment Share on other sites More sharing options...
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