BenWah Posted May 21, 2013 Share Posted May 21, 2013 (edited) I know how to override a record in geck and save it. How do I override a script in geck and save it to a patch plugin? Goal: override default flame-crit script to use EVE flamer crit script, so every weapon in game uses the EVE script (on setups with EVE loaded). Rather override the script than override each weapon individually. Also want to test a possible fix for a script in project reality. Edited May 21, 2013 by BenWah Link to comment Share on other sites More sharing options...
Purr4me Posted May 21, 2013 Share Posted May 21, 2013 (edited) How do I override a script in geck and save it to a patch plugin? Tick EVE . esm and it's esp OR the PI version of your choice, in this case, you want the entire coverage of all the weapons as stated so it would be better to chose 097 + it's update file. DO NOT activate them, just lod only those, the DLC's that are applicable and load it, create or change the script in question Directly from EVE's script you want to use as an over ride, save, it will ask you for a file name, this now becomes that override. close geck, reopen and only tick that new esp override data and set it active. It will now load all dependent mods. do as you will with that, combine or add weapons to it. you can make a container some where and place all weapons into that container to test things out. drag into it from only the object manager the weapons you want .ammo too. in game, there is a testing weapon room built into fallout3, coc the command to that room. in there all weapons should be available to you. it's not part of any quest or scripts. you get the idea fast too. post the script here in a document.Kitty. Edited May 21, 2013 by Purr4me Link to comment Share on other sites More sharing options...
BenWah Posted May 21, 2013 Author Share Posted May 21, 2013 (edited) My problem was not having multiple esms enabled in the custom geck ini. I did manage to get it into a patch plugin,I stupidly recompiled every script in the game into the patch plugin though.I deleted the extra scripts. Geck produced a scary number of warnings when starting/saving, and copied a bunch of extra master duplicates I don't think I need that I deleted. --- ScriptName WJSFlamerDeathChoiceScript; WeiJieSen's Crazy Flamer Death Effects Script!; selects random Flamer Critical Effect on deathshort rndshort NumberOfOptionsshort isHumanoidshort notDismemberedshort headShotBegin ScriptEffectStart if GetItemCount WJSDeathTokenList ; If a death sequence is already playing Return endif set NumberOfOptions to 4 ; number of death options if GetIsCreature == 0 || GetIsCreatureType 5 ; if is not a Creature or is a Feral Ghoul, isHumanoid = 1 set isHumanoid to 1 if IsLimbGone 1 ; Head elseif IsLimbGone 3 ; Left arm elseif IsLimbGone 5 ; Right arm elseif IsLimbGone 7 ; Left leg elseif IsLimbGone 10 ; Right leg else ; If all the limbs listed above are not dismembered set notDismembered to 1 ; Target is a whole humanoid if GetHitLocation == 1 ; Head set headShot to 1 ; Target shot in the head endif endif endif if GetDead ; Death Criticals set rnd to 1 + NumberOfOptions * 0.01 * GetRandompercent if rnd == 1 ; Burning Explosion AddItem WJSFlamerburningExplosionToken 1 1 elseif rnd == 2 ; flamewave if isHumanoid Additem WJSFlamerSkeletonToken 1 1 else AddItem WJSFlameWaveToken 1 1 endif elseif rnd == 3 ; skeleton SM if GetIsCreatureType 4 Additem WJSFlamerSkeletonSMToken 1 1 else Additem WJSFlamerburningExplosionToken 1 1 endif elseif rnd == 4 ; ashes Additem WJSFlamerAshes2AshesToken 1 1 else ; Non-death Criticals CastImmediateOnSelf WJSflamercripple endif endifEnd Edited May 21, 2013 by BenWah Link to comment Share on other sites More sharing options...
Purr4me Posted May 21, 2013 Share Posted May 21, 2013 My problem was not having multiple esms enabled in the custom geck ini. I did manage to get it into a patch plugin,I stupidly recompiled every script in the game into the patch plugin though.I deleted the extra scripts. Geck produced a scary number of warnings when starting/saving, and copied a bunch of extra master duplicates I don't think I need that I deleted. --- ScriptName WJSFlamerDeathChoiceScript; WeiJieSen's Crazy Flamer Death Effects Script!; selects random Flamer Critical Effect on death short rndshort NumberOfOptionsshort isHumanoidshort notDismemberedshort headShot Begin ScriptEffectStart if GetItemCount WJSDeathTokenList ; If a death sequence is already playing Return endif set NumberOfOptions to 4 ; number of death options if GetIsCreature == 0 || GetIsCreatureType 5 ; if is not a Creature or is a Feral Ghoul, isHumanoid = 1 set isHumanoid to 1 if IsLimbGone 1 ; Head elseif IsLimbGone 3 ; Left arm elseif IsLimbGone 5 ; Right arm elseif IsLimbGone 7 ; Left leg elseif IsLimbGone 10 ; Right leg else ; If all the limbs listed above are not dismembered set notDismembered to 1 ; Target is a whole humanoid if GetHitLocation == 1 ; Head set headShot to 1 ; Target shot in the head endif endif endif if GetDead ; Death Criticals set rnd to 1 + NumberOfOptions * 0.01 * GetRandompercent if rnd == 1 ; Burning Explosion AddItem WJSFlamerburningExplosionToken 1 1 elseif rnd == 2 ; flamewave if isHumanoid Additem WJSFlamerSkeletonToken 1 1 else AddItem WJSFlameWaveToken 1 1 endif elseif rnd == 3 ; skeleton SM if GetIsCreatureType 4 Additem WJSFlamerSkeletonSMToken 1 1 else Additem WJSFlamerburningExplosionToken 1 1 endif elseif rnd == 4 ; ashes Additem WJSFlamerAshes2AshesToken 1 1 else ; Non-death Criticals CastImmediateOnSelf WJSflamercripple endif endif End Whoops, start over, delete it all, can't have mistakes as they are hidden from you, if you make a mistake, the corresponding hidden mistaken data is also in it. just delete and redue. Link to comment Share on other sites More sharing options...
Purr4me Posted May 21, 2013 Share Posted May 21, 2013 let me give you an idea, noscope wobble is only 1k in size, there is nothing in it you CAN see. just one gmst command. but, if you were to force that / merge it into the main file fallout3.esm, you will now see over 53megabyts of data introduced that was not there before. why is simple. the compression technology is not thought of and an esm deals with it as well as the geck when making only the esp, the data you are not supposed to see is hidden from you that well. back up, and try it ,you'll see.Kitty. Link to comment Share on other sites More sharing options...
BenWah Posted May 21, 2013 Author Share Posted May 21, 2013 yay it works Link to comment Share on other sites More sharing options...
Recommended Posts