lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 haha sorry !I'm just small time modder from TES 4yoo Dubious !could you tell us what is syntax for debugging ? in Oblivion (TES 4) the OBSE syntax for print out to console is printc, so what is similar syntax in FO 4 ?? hey Ranger,maybe you could look for it in herehttp://geck.bethsoft.com/index.php?title=Category:Functions Link to comment Share on other sites More sharing options...
lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 oh.. ! I think I found it ShowWarning http://geck.bethsoft.com/index.php?title=ShowWarning This gives the ability to print a message to the warnings.txt file, which is useful for debugging and tracing script flow. scn VAAMorganQuestScript short bLetterDelivered short bBrookGreeted short bBrooksFollow short sh1 begin GameMode Set sh1 to GetStage AAAMorganQuest ShowWarning "AAAMorganQuest stage %g" sh1 if sh1 == 10 ShowWarning "YAY ! now AAAMorganQuest is stage 10" AAACathyRef.Enable AAAChaseRef.Enable elseif sh1 == 50 ShowWarning "YAY ! now AAAMorganQuest is stage 50" AAAByronRef.disable AAAByronRef.MarkForDelete elseif sh1 == 90 ShowWarning "YAY ! now AAAMorganQuest is stage 90" AAACassiusRef.enable AAALegionSpy01Ref.enable AAALegionSpy02.enable endif if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead ShowWarning "YAY ! now AAAMorganQuest is stage 100" Set bBrookGreeted to 1 SetStage AAAMorganQuest 100 endif end Link to comment Share on other sites More sharing options...
RangerBoo Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) I think it maybe because I don't have a script for what happens to the NPC's after death. Problem is when I go to create the script it just say that the Begin OnDeath script has a mismatched begin and end block. Edited January 31, 2018 by RangerBoo Link to comment Share on other sites More sharing options...
lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 ahh... so my guess is right, this is quest progression issuethe stage is stuck at certain number so the validation is never got right btwjust now I found out that syntax ShowWarning is unreliable & not working (this article http://geck.bethsoft.com/index.php?title=Talk:ShowWarning)I suggest that you test it, and monitor the quest stage, it is stuck or not. if stuck then you should search the culprit & fix it better use ShowMessage scn VAAMorganQuestScript short bLetterDelivered short bBrookGreeted short bBrooksFollow short sh1 begin GameMode Set sh1 to GetStage AAAMorganQuest if sh1 == 10 ShowMessage "YAY ! now AAAMorganQuest is stage 10" AAACathyRef.Enable AAAChaseRef.Enable elseif sh1 == 50 ShowMessage "YAY ! now AAAMorganQuest is stage 50" AAAByronRef.disable AAAByronRef.MarkForDelete elseif sh1 == 90 ShowMessage "YAY ! now AAAMorganQuest is stage 90" AAACassiusRef.enable AAALegionSpy01Ref.enable AAALegionSpy02.enable endif if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead ShowMessage "YAY ! now AAAMorganQuest is stage 100" Set bBrookGreeted to 1 SetStage AAAMorganQuest 100 endif end Link to comment Share on other sites More sharing options...
RangerBoo Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) It is a quest progression issue. It just won't progress after killing the NPC's. I looked over some of Someguy2000's scripts to how he was able to get a quest to progress after killing a NPC but the problem is is that the GECK won't let me save Begin OnDeath script. Edited January 31, 2018 by RangerBoo Link to comment Share on other sites More sharing options...
lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 againI suggest that you post full script OnDeathalso...script that contain syntax something like this --> if ( bBrookGreeted == 1 )I'm curious because I could guess that is where the problem lies Link to comment Share on other sites More sharing options...
lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 Ranger...this is just a wild guessbut I found out that syntax printc & PrintToConsole is exist in Fall Out Geck ---> here http://geck.bethsoft.com/index.php?title=Printcyou said you can't save the script ?then... it means you don't have FOSE correctly installed in your setupI think you should install this before proceedhttps://www.nexusmods.com/fallout3/mods/8606make sure you installed it correctlyI'm pretty sure if you did it right, that script OnDeath will work... printc will work... and everything else will Link to comment Share on other sites More sharing options...
RangerBoo Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) There shouldn't be a problem. I just type my new script name which works fine but when I write Begin OnDeath the script won't let me save it saying that there is a mismatched begin and end block. I don't think I have the script extender. Just NVSE. Does this work for New Vegas? Edited January 31, 2018 by RangerBoo Link to comment Share on other sites More sharing options...
lubronbrons Posted January 31, 2018 Share Posted January 31, 2018 woops sorry again my bad,I mean NVSEhmm... this is strange issue... because if you open geck & encounter can't-save-script issue on some syntax, usually this is because the script extender is not correctly installedthe GECK or CS or CK need dll from script extender so it can recognized the NEW syntax, that's why they are called script extender (in TES 4 called OBSE -- Oblivion script extender)sorry in this point I can't help you more, because I only own Oblivion copy. never played FO series in my entire life~ Link to comment Share on other sites More sharing options...
RangerBoo Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) I have NVSE installed correctly. I am at my wits end with this. Update: Wait, I think I was able to get it to save with the help of JIP LN NVSE Plugin. Edited January 31, 2018 by RangerBoo Link to comment Share on other sites More sharing options...
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