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Scripting and dialogue problems in Fallout 3 GECK


Pr0ndo

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Hey guys, I've recently started trying to make mods for Fallout 3 but I'm having dialogue and scripting problems at the moment. I already have experience using the Fallout New Vegas GECK and I can work with it just fine but when I do the same things in the Fallout 3 GECK they don't appear to work for some reason; I can't figure out whether my GECK is not working properly or it's just me and these things don't work on the FO3 version.

 

My scripting problem is that it won't allow me to use functions such as AddScriptPackage or SetOpenState, here's an example of what I mean:

 

scn 000SCRIPTDobsonThreatenPlayer

begin OnTriggerEnter Player

000DobsonREF.AddScriptPackage 000PACKAGEDobsonTalktoPlayer

end

When I try to save a script like this it says "SCRIPTS: Script '000SCRIPTDobsonThreatenPlayer', line 4: Script command "000DobsonREF.AddScriptPackage" cannot be found." but this function would work perfectly in the New Vegas GECK. It's seriously hindering my ability to do anything at the moment and I've tried reinstalling the GECK and Fallout 3 multiple times to no success, solving this problem would help me greatly.

 

Problem 2 is that does the FO3 GECK feature the GetObjectiveDisplayed and GetObjectiveCompleted functions for dialogue? I've used this in the New Vegas GECK many times but it doesn't seem to be in this version which makes making certain pieces of dialogue appear during and after completed objectives difficult for quests.

 

Sorry if these don't make sense to you but solving them would be massively appreciated!

 

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Pr0ndo - Hello!

"When I try to save a script like this it says "SCRIPTS: Script '000SCRIPTDobsonThreatenPlayer', line 4: Script command "000DobsonREF.AddScriptPackage" cannot be found." "

Two possibilities come to mind, ensure that the reference that this is referring to is definitely named EXACTLY the same as it is in your script. So easy to misspell one or other & that will stop it from working.

The other thing, it's a bad idea to use numbers (like your 000 there) in any reference name that's handled in a script. Apparently GECK can get confused by the numbers when compiling the script.

Try removing the 000 from your reference & updating the script to match.

"Problem 2 is that does the FO3 GECK feature the GetObjectiveDisplayed and GetObjectiveCompleted functions for dialogue? "

I've never used them but those are included in Fallout 3, they're listed GECK Functions:

http://geck.bethsoft.com/index.php/GetObjectiveDisplayed

http://geck.bethsoft.com/index.php/GetObjectiveCompleted

There's a description on each of those pages of how it works.

Hope this helps!

Prensa

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I just changed all of the objects and references being used in the script beginning with '000' to 'aaa' and it now works! As for the GetObjectiveDisplayed function I guess they must have been introduced for New Vegas as I haven't found them being used anywhere else in the game.

 

Thanks Prensa!

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