SuperOrel Posted June 13, 2018 Share Posted June 13, 2018 (edited) Im trying to edit a mod's source scriptthis mod https://www.nexusmods.com/newvegas/mods/43751/ i want to change the key mapping from numpad enter to numpad two or in other wordsthis lineif IsKeyPressed 156 == 1to this lineif IsKeyPressed 80 == 1 (or any other key code from the LWGJL keyboard https://minecraft.gamepedia.com/Key_codes instead of 80) I tried using FNVedit which allows me to look at the source script underScriptplayer2ControlsSCTX - Script sourcebut it dosent allow me to actually edit it. i can type in the value's box and if i make any change by deleting anything it shows acess denied and dosent save I can edit it through notepad but then it dosent run the mod anymore Thanks in advance Edit:I no longer need to change the keypress but im still looking for a way to edit the mod's source script in order to try and modify it to have more options for weapons. When i open it with something like notepad and edit it through there the mod dosent load anymore and the save that used it becomes corrupt no matter the change. Is there some program that can be used for this purpose and how? Edited June 16, 2018 by SuperOrel Link to comment Share on other sites More sharing options...
dubiousintent Posted June 14, 2018 Share Posted June 14, 2018 The game engine has "reserved" the key "2" for rotating among ammo types. It appears to not distinguish between the main keyboard and the number-pad "2". (They do produce different scan codes, but it treats them the same.) Trying to assign anything to "2" seems to be a good way to effectively disable that key command. Your only hope would be if someone digging deep into the internals (such as the JIP LN NVSE team) were to intercept that keystroke and introduce the differentiation between those two scan codes. -Dubious- Link to comment Share on other sites More sharing options...
SuperOrel Posted June 14, 2018 Author Share Posted June 14, 2018 The game engine has "reserved" the key "2" for rotating among ammo types. It appears to not distinguish between the main keyboard and the number-pad "2". (They do produce different scan codes, but it treats them the same.) Trying to assign anything to "2" seems to be a good way to effectively disable that key command. Your only hope would be if someone digging deep into the internals (such as the JIP LN NVSE team) were to intercept that keystroke and introduce the differentiation between those two scan codes. -Dubious-Im fine with any other key really just not enter keys. thing is i use an external program which just cant stimulate enter key press. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 14, 2018 Share Posted June 14, 2018 So, are you saying you can't map the "enter" key to a different key than "kp2"? Or that the "external program" is too limited in which keys you can use? Perhaps you should look for a better "external program". Other than pointing out that you can't use the "2" key, I would need more information to make any better suggestions. -Dubious- Link to comment Share on other sites More sharing options...
JimboUK Posted June 16, 2018 Share Posted June 16, 2018 Using Number Pad 2 is possible, I'm using it as one of the hotkeys for the Groovatron, the hotkey functions require NVSE so I assume it's that allowing it. Link to comment Share on other sites More sharing options...
SuperOrel Posted June 16, 2018 Author Share Posted June 16, 2018 So, are you saying you can't map the "enter" key to a different key than "kp2"? Or that the "external program" is too limited in which keys you can use? Perhaps you should look for a better "external program". Other than pointing out that you can't use the "2" key, I would need more information to make any better suggestions. -Dubious-I meant that the external program cant use specificly numpad enter but i found a solution to that at least so it could. but my question still stands i edited the post. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 20, 2018 Share Posted June 20, 2018 You can write/edit a script in any plaintext ASCII editor such as Notepad or Notepad++, but then you have to paste the script into the "script editor" in GECK. When you save it in GECK, it compiles the script (or refuses to save). If you are using the GECK 1.4 Powerup Mod you will get error messages that help you determine why it won't compile/save. You can edit directly in the script editor in GECK, but it has no syntax checking. Notepad++ does have a "language" addon available and it's easy enough to copy from the GECK and paste into NP++ (and vice versa). Please see the 'Scripting Tools' and the "Scripting" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
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