EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 Is it definitely working? If you can't save a script, it's supposed to tell you why. I use this one:https://www.nexusmods.com/newvegas/mods/41642 Did you maybe download the other one? Link to comment Share on other sites More sharing options...
QuentinVance Posted February 24, 2018 Author Share Posted February 24, 2018 Yes, I have that one. It used to work fine, I remember it.But whenever I follow the guide posted by Dubiousintent, it simply doesn't save any script at all. No error message. I simply hit "Save", try to close, and the program asks me to save. If I do save it again, nothing happens. If I leave without saving, the Script editor closes without saving as supposed to. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 I've never heard of this. To confirm it recognises the plug-in, do you have the spell-checker option? When I launch the GECK with NVSE, I use a shortcut I made that's actually a shortcut to the nvse_loader.exe, not to GECK.exe. Of course, the instructions Dubious linked should take care of that, but you could try it that way in case that makes the difference. Just make a shortcut to nvse_loader.exe and add -editorto Target in the properties. The only other thing I can think of is if your game is installed in Program Folders, which it shouldn't be. I don't really know all the specifics associated with that, but it's bad for modding (as a modder or mod user) and it's many game installations I've fixed for other people by convincing them to install elsewhere. Link to comment Share on other sites More sharing options...
QuentinVance Posted February 24, 2018 Author Share Posted February 24, 2018 I've checked and yes, I do have the spell checking option.Also I do remember the Geck PowerUp working last time I actually used a script. All other aspects of the GECK are working. Except for, when I try any shortcut that has the -editor code at Target, it doesn't save any scripts. My Fallout Folder is D:\Program Files (x86)\Steam\steamapps\common\Fallout New VegasThe few mods I have ever used worked just fine, and I've been working with a few scripts in the past, so the trouble is totally coming from the NVSE_Loader shortcut. The only thing I can think of is that I might have misplaced some files while installing the plugin, but installation simply said to put the content of the .rar (which only contained two folders, called "fomod" and "nvse") in my Data Folder and that's exactly what I did. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 (edited) Weird. Well, because everything has always worked for people, they are generally resistant to the idea of moving their installation, but you really should. The reason it becomes a problem is Program Files is a bit more tightly controlled by Windows than other folders, and as you are trying to modify the functionality of an executable within that folder, there could be a problem. Up to you, though. Assuming it's not that, my next idea is obviously to confirm that your NVSE and PowerUp and JIP LN are all installed correctly and up to date. Remember that NVSE is to be dropped into your Fallout New Vegas Folder, and the others are to be dropped into Data. Read the instructions carefully and you should be fine. My guess (and hope) is that maybe you hadn't updated NVSE. Edit: Set everything to run as administrator as well. I don't have to do that, but a lot of people have said it fixed problems for them, and there's a good chance it's connected to being installed in Program Files. Edit 2: Are you doing manual installs of these NVSE plug-ins? You should not use a mod manager for this. I don't remember why, but I do know that I have read that advice often. Edited February 24, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
QuentinVance Posted February 24, 2018 Author Share Posted February 24, 2018 Just to be sure: once I add the -editor section to the Shortcut, should I start the GECK from the Shortcut itself or from the actual file?Also, should I create a shortcut to the real GECK or to the Geck PowerUp? So far I've noticed the following:- Normal GeckUP: shows the Check Spelling in "Edit", shows error saying "MessageBoxExAlt" is not recognized upon saving.- Shortcut to GeckUP with -editor: does not show the Check Spelling in "Edit", there is no error when saving but changes are not actually saved. By the way, the code I'm using is this: SCN TravelNoteMAIN begin OnActivate MessageBoxExAlt MsgButtonPressUDF "^Travel Menu^Choose a destination:|Stay here|The Desert" END Link to comment Share on other sites More sharing options...
dubiousintent Posted February 24, 2018 Share Posted February 24, 2018 Did you remember to enable the "Run as Administrator" property on the shortcut? And the shortcut is to the "nvse_loader.exe"? And the "-editor" parameter is outside of the quoted path, i.e.: "D:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editorPowerUp has an NVSE Plugin version, so if that is installed it will automatically be included when NVSE is launched. Personally I use that instead of the "standalone" version. Don't believe the "standalone" will work correctly with NVSE loaded (but never tried that). -Dubious- Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 (edited) If in the Target text field for the shortcut you put "D:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editorit shouldn't really matter (even though I still advise installing outside of Programme Files). But from what you've told me, I'm going to guess that other functions besides MessageBoxExAlt will compile and save (in what you've called the 'normal' GECK, that gives you warning messages) and the reason you're having trouble is that you don't have JIP LN. If you don't have JIP LN, here you are:https://www.nexusmods.com/newvegas/mods/58277 Edit: Dubious got here first I see. Also, I didn't know there was a non-plug-in version of GECK PU. I thought it was always an NVSE plug-in. So, that's what I've been referring to this entire time. Edited February 24, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
QuentinVance Posted February 25, 2018 Author Share Posted February 25, 2018 (edited) So, just to be sure I got everything right: I have the shortcut named geckpu-nv-14.exe+NVSE (I added the +NVSE to distinguish it from the original file)That has this as target: "D:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor Both shortcut and nvse_loader.exe have full permissions as Administrator + Run as Administrator is checked. Starting the shortcut with that Target gives me no Check Spell option and no scripts at all can be saved, even if it is just SCN SCRIPTNAME.Starting the same file without that Target link gives me the Check Spell option, but saving the script gets me the Unrecognized Command error. PowerUp has an NVSE Plugin version, so if that is installed it will automatically be included when NVSE is launched. Personally I use that instead of the "standalone" version. Don't believe the "standalone" will work correctly with NVSE loaded (but never tried that). -Dubious-I guess that's the case, since my file is called geckpu-nv-14.exe (I downloaded it quite a few months ago, so I might be wrong) About the JIP Plugin: I simply put those two folders in the .rar inside my Data folder. Am I missing something? Edited February 25, 2018 by QuentinVance Link to comment Share on other sites More sharing options...
dubiousintent Posted February 25, 2018 Share Posted February 25, 2018 About the JIP Plugin: I simply put those two folders in the .rar inside my Data folder. Am I missing something? Any NVSE related plugin needs to be installed into the "Data\NVSE\Plugins" folder. The "DLL" and any config files are what should be there. How archive folders for NVSE are handled depends upon your mod manager. But you only need to unpack the contents of the "nvse" folder from that "RAR" archive. If you unpack that archive "nvse" sub-folder folder into the "Data" folder, it should place the "textinput" sub-folder and the two "jip_nvse.*" files into the correct location (i.e. "Data\NVSE\Plugins" folder). If you have any other folder structure (e.g. "Data\NVSE\nvse") things won't work correctly. The "fomod" sub-folder in the archive is used by FOMM to know how to unpack and install things. Not needed if you are not installing with FOMM, and it shouldn't unpack and install that "fomod" folder either. I recommend dropping the ".exe" from any shortcut name to avoid confusion. Certain extensions imply certain things to the OS, though adding the "+NVSE" should cancel that out. But there are limits to the number of characters permitted on a command line (both path and filename and parameters), so get in the habit of keeping them short. BTW: That shortcut command target line is correct. But a script won't save/compile of there are ANY syntax errors. Just the "SCN <scriptname>" line is not valid. You need to at least define a variable name. Any "Begin <mode>" block requires a matching "End" block statement. Etc. If you can't get your basic (no NVSE commands) "test script" to pass scrutiny by the CIPSCIS: Scripting for Beginners HTML Tutorial then it's not going to save. And if you aren't able to get NVSE to load then anything with an NVSE function will also fail. (CIPCIS doesn't recognize NVSE commands.) -Dubious- Link to comment Share on other sites More sharing options...
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