kvatchcount Posted February 23, 2018 Share Posted February 23, 2018 So, I'm working on a update for one of my NV mods. I need to edit the final scripts in I Fought The Law so some stuff will be added to the game post-quest. I know the proper way of writing the script, but I can't get it to stay in the resulting scripts inI Fought The Lawstage 105. This is the script: 1PGSpawn4REF.enable1PGSpawn5REF.enable1PGSpawn6REF.enable1PGSpawn3REF.enable1PGSpawn2REF.enable1PGSpawn1REF.enable1PGSpawn7REF.enable These won't stay on the resulting script tab when I click off of it, even when compiling. Can anyone help out here? Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 23, 2018 Share Posted February 23, 2018 Same thing happened to me. I'm going to presume that you made these Powder Gangers yourself and maybe you didn't make them persistent references. Otherwise, there's just not a lot of information here for me to use to help you. Also, I don't know what your mod is, but if I were doing this myself, in most cases I would try to avoid touching the quest script directly, for compatibility's sake. You can get the stage of I Fought The Law or check for Eddie's death, among other things, in a number of ways if you need to. Link to comment Share on other sites More sharing options...
kvatchcount Posted February 23, 2018 Author Share Posted February 23, 2018 Hmmm..... but they are persistent references.... I also know of of no mod that touches such a inconsequential quest line, so I'm sure ill be fine. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 23, 2018 Share Posted February 23, 2018 What exactly are you trying to do? Are you using GECK PowerUp? It should tell you what's wrong with your scripts, more or less. You may think it's an inconsequential quest line, and that would be the exact reason someone else may touch it. I can't stress enough how strongly I advise against it. It's against modding etiquette as well. Your prerogative in the end of course, but I wouldn't. Also, just realised, you're starting your references with numbers. Try changing that, as it messes with scripts in the GECK. I'm almost certain that's your problem actually. Link to comment Share on other sites More sharing options...
Mktavish Posted February 24, 2018 Share Posted February 24, 2018 Ya I would stress the same thing as EPDGaffney said ... make your own quest running a script to execute those Enable commands. But stop gated by ... GetStage SCN MyScript Short DoOnce Begin GameMode If GetStage theQuest == 105 && DoOnce == 0 zz1PGSpawn4REF.enable zz1PGSpawn5REF.enable zz1PGSpawn6REF.enable zz1PGSpawn3REF.enable zz1PGSpawn2REF.enable zz1PGSpawn1REF.enable zz1PGSpawn7REF.enable Set DoOnce to 1 endifEND ~~~~~~~~~~~Add edit: Oh wait ... you need a doOnce variable or SetStage ? Added SetStage above ... double check the wiki here http://geck.bethsoft.com/index.php?title=SetStage Wait again ... we can't use setstage on the vanilla quest ... sorry has to be a doOnce ... Will re-edit for that. Final edit: err maybe it should be a StopQuest :huh: Stop the Quest that is running this script . Link to comment Share on other sites More sharing options...
kvatchcount Posted February 24, 2018 Author Share Posted February 24, 2018 OK. Well, thanks guys. My problem is resolved. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 Great, how did you fix it? Was it the numbers? @MkTavishI would need to look at where these Powder Gangers are that need to be enabled and where the player is, but I'd probably go one step further and not even use a GameMode block. In this case, if I personally were doing it, I'd go for something a little advanced and use this function:https://geckwiki.com/index.php/SetOnQuestStageEventHandler But for someone with less experience that doesn't want to deal with event handlers, there are other ways. Not that a GameMode block is the end of the world anyway; I just like to minimise them as part of my own code, mostly in case someone has too many other scripts running from a lot of mods that were less cautious. In that situation, my mod would function the smoothest. But that's a generally extreme situation, really. Link to comment Share on other sites More sharing options...
kvatchcount Posted February 24, 2018 Author Share Posted February 24, 2018 They aren't powder gangers, heheheh.... But, yes. It was the numbers. I got rid of the 1 in front of it and the script allowed the prison guards to spawn. Danke mein freunds. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 24, 2018 Share Posted February 24, 2018 Fantastic. Link to comment Share on other sites More sharing options...
Mktavish Posted February 25, 2018 Share Posted February 25, 2018 Thank you for documenting the problem ... another prefix number fiasco. Yes the evidence is pretty strong towards never doing it,.. Link to comment Share on other sites More sharing options...
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