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My Script won't save because of StopQuest function (i think)


ePath

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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 ACXQuestAddACEItems

End

 

I does not save, however if erase the StopQuest line it saves... Just wth??

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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-

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I always do exactly what Dubious suggested. Here is an example from one of my personal mods:

 

 

scn zzMongoWeaponsModQuestScript

int MongoWeapModStartupDone

begin 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
endif
end

 

 

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.

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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.

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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).
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