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Modifying script


Jaege

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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 by Jaege
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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.

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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)

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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?

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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

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