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Scripting with GECK


MiDaRo

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So I was playing Fallout 3 with the mod Can Opener, and I wasn't getting any power armor parts off the dead enclave. At first I thought I didn't take the perk, but I checked and I did.

 

So after a bit of thinking I had Butch kill an enclave trooper, then had him wait and ran off to kill one myself. The people he kills do not have parts, but I do since I had the perk.

 

At this point I added the perk to him with the commands, worked all fine and good, until I started playing again later that day. It seems that when I save and exit the game, then start it up again, I have to re-add the perk to all my companions after every load.

 

So I went into the GECK and was going to script out a code to add the perk every time the game loads, but it's not letting me do this. I don't know how to use the GECK well enough to try this, but my brother said that you use it like commands so I wrote it out the same way, but it's not letting me save what I did. I tryed the Editor ID and Form ID and both don't work.

 

Can I get an expert to help?

 

 

ScriptName CanOpenerAdditional

Begin GameMode

RL3Follower.AddPerk CanOpener

RL3Follower.AddPerk FortuneFinder

MQ08Fawkes.AddPerk CanOpener

MQ08Fawkes.AddPerk FortuneFinder

FFEU255Dogmeat.AddPerk CanOpener

FFEU255Dogmeat.AddPerk FortuneFinder

Butch.AddPerk CanOpener

Butch.AddPerk FortuneFinder

Clover.AddPerk CanOpener

Clover.AddPerk FortuneFinder

Charon.AddPerk CanOpener

Charon.AddPerk FortuneFinder

Jerico.AddPerk CanOpener

Jerico.AddPerk FortuneFinder

StarPaladinCross.AddPerk CanOpener

StarPaladinCross.AddPerk FortuneFinder

 

StopQuest CanOpenerAdditional

End

 

 

SCRIPTS: Script 'CanOpenerAdditional', line 5:

Syntax error. Invalid Reference 'RL3Follower' (only object references and reference variables are allowed in this context).

 

Context DEFAULT

"Yes to all" will disable all Warnings for this context

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It would be in actors NPC's this would have to be the mod which contains the perk, or as a override loading last but using that mod as a master. This is because you can only add the perk if it's in the mod. You would open the actors form then find the perks tab an add the stupid perk to them. It would be active from game start though, an unless you really understand how to make that mod yourself you shouldn't be editing it. It could not be designed to be applied to NPC's for example.
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Okay, so I went into the GECK, and looked around, I finaly found Butch, and opened him up, and looked all over for the perks tab, the closest thing I found was Actor Effect List, and Scripts.

So, on the left there I opened the script and threw it in to add the perks every time combat started.

 

:( Didn't work. I think your right and it dosn't work with NPC's, which sucks the sack because I got power armor and basicly no way it fix it outside of traders, since I can't scrap power armor parts.

 

Thanks for your help anyways though.

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