hoofhearted4 Posted November 8, 2012 Share Posted November 8, 2012 (edited) so im following this little tutorial on how to edit and add weapons to my inventory. i created two weapons while following the tutorial and everything worked perfectly. they show up in my game exactly how i made them. however when i went back to add some more stuff, when i compile now i get this error: "my_events_handler.nss - my_events_handler.nss(32): Unknown error" followed by: "Could not get script resource information" this is my script: // ---- SCRIPT STARTS HERE ---- #include "utility_h" void main(){ event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); // We will watch for every event type and if the one we need // appears we will handle it as a special case. We will ignore the rest // of the events switch ( nEventType ) { // This event happenes every time the module loads // This usually happenes when creating a new game // or loading a savegame case EVENT_TYPE_MODULE_LOAD: { // The UT_AddItemToInventory function adds various resources to a // creature's inventory. Here we add one weapon and one shield. UT_AddItemToInventory(R"makers_belt.uti", 2); UT_AddItemToInventory(R"makers_shield.uti", 1); UT_AddItemToInventory(R"makers_helm.uti", 1); UT_AddItemToInventory(R"makers_helm_2.uti", 1); UT_AddItemToInventory(R"makers_boots.uti", 1); UT_AddItemToInventory(R"makers_boots_2.uti", 1); UT_AddItemToInventory(R"makers_gauntlets.uti", 1); UT_AddItemToInventory(R"makers_gauntlets_2.uti", 1); UT_AddItemToInventory(R"makers_chest_plate", 1); UT_AddItemToInventory(R"makers_chest_plate_2.uti", 1); UT_AddItemToInventory(R"makers_sword_1h.uti", 1); UT_AddItemToInventory(R"makers_ring.uti", 4); // We have dealt with the event we were waiting for. // At this point we can stop looking for other events break; } default: break; }}// ---- SCRIPT ENDS HERE ---- im assuming its not something in the actual script since i just copied and pasted everything. the only thing i can think of is that it has something to do with over writing problems, that once i exported it the first time, i have to do something different when exporting it the second time? this is the very first thing ive ever done with the DAO toolset, so im slowly learning as i go. i appreciate the help and information :) Edited November 8, 2012 by hoofhearted4 Link to comment Share on other sites More sharing options...
LemmingoftheGDA Posted November 8, 2012 Share Posted November 8, 2012 Welcome to the modding world. Hope you didn't use the same name, as you did from the first export. You have to start COMPLETELY all over again with a new name to do it again. Now that's three. The key must be offered freely says Kwll. I love Kwll. Peace Link to comment Share on other sites More sharing options...
hoofhearted4 Posted November 8, 2012 Author Share Posted November 8, 2012 (edited) i was afraid of that. so basically get it all done the first time or is there a way to recompile the script correctly? cause having to redo the entire mod just to change something seems a little drastic? for example, i did redo the mod so now all the items i wanted are in the game. however some of the stats of the items are higher then i would like. how would i go back in and edit those stats and/or instead wanted it to give me 2 of an item in my inventory instead of one, and recompile and whatnot correctly? also if i wanted to add another new item to that mod, is there a way? or is it easier to create a new module adding that other item? i appreciate your help. i enjoy learning this even if its just basic stuff :D Edited November 8, 2012 by hoofhearted4 Link to comment Share on other sites More sharing options...
LemmingoftheGDA Posted November 8, 2012 Share Posted November 8, 2012 Oh you can go back and edit any of the components if you UNCHECK them says Kwll. Kwll also says items are boring. Talents and tactics are the fun part of the game. Be good now. Link to comment Share on other sites More sharing options...
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