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Editing a pre-existing script, unable to save due to "warnings"?


Squanter187

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Hi, I am trying to edit some scripts in an existing mod.

 

When I try to save the script (not even the file just the script) I get a warning about "Command "TapControl" cannot be found"

 

I have Yes/No/Yes to All.

 

Yes and Yes to All simply do nothing, script is not saved, literally nothing happens. Then when I hit No, i get "Are you sure you want to exit the program?" which closes the whole GECK before I can save the file...

 

I assume the TapControl is a method introduced by the modder, and is located somewhere else but even then, why can't I save? This warning shows up even If i try to save an unmodified Script...

 

any help would be great.

 

Edit: problem persists even when creating a new file/new script

Edited by Squanter187
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Not sure if the FO3 GECK is in all details similar to how the CS functions, but in the CS, if you save a script, it's also automatically compiled, which makes it necessary for it to be free of syntax errors such as this.

 

This "TapControl" now also sounds very familiar from OBSE, so adding this to the rather specific error message you got, it's a valid guess it is a FOSE function now. Which raises the question, are you running the GECK with FOSE so FOSE functions can be recognized on compile?

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The easier fix in my view , because there really is no reason to launch the GECK without FOSE.

Is to create a short cut for "fose_loader.exe"

Then right click it and select properties. And on the short cut tab , go to the "Target" field , and add this at the end of the string outside the quotes " -editor

Take note there is a space between the quote and the dash.

Then you just always launch the geck from that short cut.

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