ePath Posted May 27, 2020 Share Posted May 27, 2020 So im trying to follow the option 3 from the geck wiki to add items to leveled lists. I did it like this: scn ACXAddACEItemsScript Begin GameMode AddItemToLeveledList VendorReloadingSuppliesTier3 ACXBoxPrimersGrenade 1 1 1 StopQuest ACXQuestAddACEItemsEnd I does not save, however if erase the StopQuest line it saves... Just wth?? Link to comment Share on other sites More sharing options...
dubiousintent Posted May 27, 2020 Share Posted May 27, 2020 Short answer: You need to understand the difference between "block types" as described in "TIP Block Types Multiple vs Single Frame processing" of the "Scripting" section of the wiki "Getting started creating mods using GECK" article. Your "add item" script should only run once, not every frame. It takes a frame (another pass through the script) for many things to be recognized as changed by the game, so they are not always immediately available after setting their value in the same block. Set up a "quest script" which then calls your "ACXAddACEItemsScript" (and any other "Add Item" scripts you add). Leave out the "StopQuest" line from the latter. As these only need to run once, follow the guidance in "TIP Preload Scripts". See also "TIP Best Practice Sharing Variables between Scripts", "TIP Level Lists and GetBaseObject versus GetBaseForm", and "TIP Level Lists Nesting". -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted May 27, 2020 Share Posted May 27, 2020 I always do exactly what Dubious suggested. Here is an example from one of my personal mods: scn zzMongoWeaponsModQuestScriptint MongoWeapModStartupDonebegin GameMode if MongoWeapModStartupDone != 1 AddFormToFormList NVHoldoutWeapons zzCompact9mmPistol AddFormToFormList NVImprovedHoldoutWeapons zzCompact9mmPistol AddFormToFormList NVHoldoutWeapons zzWeap22Revolver AddFormToFormList NVImprovedHoldoutWeapons zzWeap22Revolver AddFormToFormList NVHoldoutWeapons zz38Revolver AddFormToFormList NVImprovedHoldoutWeapons zz38Revolver AddFormToFormList NVHoldoutWeapons zzWeapFN1905 AddFormToFormList NVImprovedHoldoutWeapons zzWeapFN1905 set MongoWeapModStartupDone to 1 StopQuest zzMongoWeaponsModQuest endifend Just for giggles I took out the if statement (and its corresponding endif) and the script still compiled, so that's not the problem with your StopQuest statement. You might try copying and pasting the quest ID into the script. Maybe when you were typing it in you accidentally entered a control character or something that isn't visible or something along those lines, or maybe there is a typo either in your script or in the quest ID itself. Link to comment Share on other sites More sharing options...
ePath Posted May 27, 2020 Author Share Posted May 27, 2020 Thank you both very much, i'm not at home right now so i can't try it out yet but i've done some more reading and i have a new concern In my mod's current version i added some ammo to form lists manually, i already downloaded FNVedit to delete those records and do that and the leveledlist integration via scripting (honestly im still mind-messedup with all this, hope i'll be easier to find out when i have the screen and scripts in front of me). Now my concern is, if i decide to rather use de JIP NVSE LN NVSE Plugin (which has other commands to add items to leveled lists) that would make that plugin a requirement for my mod together with NVSE right? If thats too obvious or it's mentioned in one of their official pages then ignore that question since i'll probably find it out when i get home. Link to comment Share on other sites More sharing options...
lStewieAl Posted May 27, 2020 Share Posted May 27, 2020 Yes, if you use JIP LN NVSE functions in your mod then users will need JIP installed. You should install Geck Extender to enable warnings that show which line is wrong in your script (users won’t need Geck Extender to run your mod). Link to comment Share on other sites More sharing options...
Recommended Posts