Jaege Posted February 28, 2013 Share Posted February 28, 2013 (edited) Is it possible to modify a script from another mod? I am trying to slightly alter the parameters of someone elses mod, for my own game. Specificaly I am working with b3w4rb's "Usable Toilet". Great realism mod by the way. I highly recommend it. Anyway, I want to remove the negative for not bathing, which is an effect done via script. I was just going to delete that bit of script, from the beginning of the "if" to "endif" statement. From what I can see that should not cause the script not to compile. unfortunately when I do that it won't save. So I tried to just lower the minus to 0, still wouldnt save. Just as a test I tried minor alterations to other scripts. No go. So I have to assume that something specific has to be done in order to alter an existing script. Something I am not doing. Of course, I could just be a lunkhead and have no idea what I am doing. Edited February 28, 2013 by Jaege Link to comment Share on other sites More sharing options...
Xaranth Posted February 28, 2013 Share Posted February 28, 2013 I suspect that the scripts were written with NVSE, and you're using the standard GECK to try and edit them; that would cause the compiler to get bitchy. First, get this: http://newvegas.nexusmods.com/mods/41642 That will re-enable error messages, so if a script doesn't compile, it will tell you why. Then use the NVSE-enabled GECK by launching nvse_loader.exe with the -editor switch; make sure the plugin for GECK PU is where it ought to be, though, so you get the full benefit of the PU. Link to comment Share on other sites More sharing options...
SMB92 Posted February 28, 2013 Share Posted February 28, 2013 LOL Xaranth you beat me to it XD Yeah it's probably a NVSE script and yeah what Xaranth said, if you mess up a script it won't save but won't give you a message eithe so get that fix. Just had to put my 2 cents in, didn't come all this way for nothing.... (one click XDXDXDXD) Link to comment Share on other sites More sharing options...
Jaege Posted February 28, 2013 Author Share Posted February 28, 2013 I suspect that the scripts were written with NVSE, and you're using the standard GECK to try and edit them; that would cause the compiler to get bitchy. First, get this: http://newvegas.nexusmods.com/mods/41642 That will re-enable error messages, so if a script doesn't compile, it will tell you why. Then use the NVSE-enabled GECK by launching nvse_loader.exe with the -editor switch; make sure the plugin for GECK PU is where it ought to be, though, so you get the full benefit of the PU.I understood some of what you said. I am not sure what the "-editor switch" is. Nor how to make sure Geck PU is where I want it to be. Where do I want it to be? Link to comment Share on other sites More sharing options...
Xaranth Posted February 28, 2013 Share Posted February 28, 2013 nvse_plugin_geckpu-nv-14.dll needs to be in %NVPath%\Data\nvse\plugins\ Then you need to create a shortcut that targets nvse_loader.exe with the -editor switch appended, thus: http://newvegas.nexusmods.com/images/5597757-1361382282.png Link to comment Share on other sites More sharing options...
Jaege Posted February 28, 2013 Author Share Posted February 28, 2013 (edited) Oh, I got you. Geck pu = geck power up, the program you directed me to. I will try that. Thanks. Edited February 28, 2013 by Jaege Link to comment Share on other sites More sharing options...
Jaege Posted February 28, 2013 Author Share Posted February 28, 2013 (edited) I do not see a "geck pu nvse" file to get the properties for. How do I get to that properties page? Edit: scratch that I figured it out. Thanks for all the help. Edited March 1, 2013 by Jaege Link to comment Share on other sites More sharing options...
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