oblivious12123 Posted August 4, 2012 Share Posted August 4, 2012 I'm currently making a personal modification to one of my favourite house mods on the nexus: Making a bobblehead stand. However, the script points out that one of my commands is invalid, even though I don't think it is. Take a look at my script: scn BobbleheadDisplayCliffwatchScript begin OnActivate if IsActionRef player == 1 if BH01.Carrying == 1 Set BH01.Carrying to 0 if ( BH01.HaveAGL == 1 ) 01agl.Enable Player.RemoveItem BobbleheadAGL 1 endif if ( BH01.HaveBART == 1 ) 01bart.Enable Player.RemoveItem BobbleheadBART 1 endif if ( BH01.HaveBGUN == 1 ) 01bgun.Enable Player.RemoveItem BobbleheadBGUN 1 endif if ( BH01.HaveCHA == 1 ) 01cha.Enable Player.RemoveItem BobbleheadCHA 1 endif if ( BH01.HaveEND == 1 ) 01end.Enable Player.RemoveItem BobbleheadEND 1 endif if ( BH01.HaveERGW == 1 ) 01ergw.Enable Player.RemoveItem BobbleheadERGW 1 endif if ( BH01.HaveEXPL == 1 ) 01expl.Enable Player.RemoveItem BobbleheadEXPL 1 endif if ( BH01.HaveINT == 1 ) 01int.Enable Player.RemoveItem BobbleheadINT 1 endif if ( BH01.HaveLOCK == 1 ) 01lock.Enable Player.RemoveItem BobbleheadLOCK 1 endif if ( BH01.HaveLUK == 1 ) 01luk.Enable Player.RemoveItem BobbleheadLUK 1 endif if ( BH01.HaveMEDI == 1 ) 01medi.Enable Player.RemoveItem BobbleheadMEDI 1 endif if ( BH01.HaveMELE == 1 ) 01mele.Enable Player.RemoveItem BobbleheadMELE 1 endif if ( BH01.HavePER == 1 ) 01per.Enable Player.RemoveItem BobbleheadPER 1 endif if ( BH01.HaveREPR == 1 ) 01repr.Enable Player.RemoveItem BobbleheadREPR 1 endif if ( BH01.HaveSCNC == 1 ) 01scnc.Enable Player.RemoveItem BobbleheadSCNC 1 endif if ( BH01.HaveSGUN == 1 ) 01sgun.Enable Player.RemoveItem BobbleheadSGUN 1 endif if ( BH01.HaveSNEK == 1 ) 01snek.Enable Player.RemoveItem BobbleheadSNEK 1 endif if ( BH01.HaveSPCH == 1 ) 01spch.Enable Player.RemoveItem BobbleheadSPCH 1 endif if ( BH01.HaveSTR == 1 ) 01str.Enable Player.RemoveItem BobbleheadSTR 1 endif if ( BH01.HaveUARM == 1 ) 01uarm.Enable Player.RemoveItem BobbleheadUARM 1 endif else ShowMessage BobbleheadNone endif endif end All of the references (e.g. 01agl, 01bart etc.) exist, are persistent references and initially disabled.Upon saving my script I get this warning: Quote SCRIPTS: Script 'BobbleheadDisplayCliffwatchScript', line 9:Script command "01agl.Enable" not found. Context: DEFAULT"Yes to all" will disable all Warnings for this context. This is the only warning that pops up, so it doesn't look like it's an incorrect reference. Any help with this? Link to comment Share on other sites More sharing options...
Ladez Posted August 4, 2012 Share Posted August 4, 2012 I strongly believe the problem is that your references begin with numbers, the geck seems to have issues with that. I've run into this problem myself quite a few times. You will have to rename the references to something that do not start with a number. Link to comment Share on other sites More sharing options...
oblivious12123 Posted August 4, 2012 Author Share Posted August 4, 2012 Yep, I changed the references to begin with a letter and it worked. Thanks! :happy: The GECK works in mysterious ways... Link to comment Share on other sites More sharing options...
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