NVSE Script won't compile

Post » Sat May 07, 2011 7:16 pm

heres the script:

Scriptname DTPPPerkRemoverScript01int iint nBegin Onactivate playerset i to 0set n to listGetCount DTPPMasterPerkListLabel 1if i < n        set perk to listGetNthForm DTPPMasterPerkList i        player.removePerk perk        set i to i + 1        goto 1endifEND


Anyone got any idea what i am doing wrong?
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Flesh Tunnel
 
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Post » Sat May 07, 2011 6:09 pm

I ran the editor with NVSE, but this just won't save/compile.

Is there a way to do this outside of GECK?
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Farrah Lee
 
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Post » Sat May 07, 2011 10:28 am

The problem is that the NV-GECK's scirpt compiler shows no warning messages (unlike the Fo3 GECK), so you can't actually see what the error is - you just know one is there based on the fact that it won't save. Its been a key issue from the initial release, a mysterious dev produced a patch to allow the script editor to work again, but then Obsidian updated the binary and this no longer works. One can only hope they plan to release a patch to the NV-GECK, but no indication if this has been apparent.

Look for the GECK PowerUp on the New Vegas forums, hopefully it will have been updated to work with the latest game binary. If that works, it will show you where the errors are as the Fo3 GECK did.

Luck,

Miax
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Rude Gurl
 
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Post » Sat May 07, 2011 4:33 pm

hm strange, i use this patch and it still works for me (i.e. i still get error messages). did i forget to update anything? :)

Btw, the mistake in your script is that you didnt declare perk.
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Fluffer
 
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Post » Sat May 07, 2011 3:03 pm

Hopefully the problem was on my end then, I'm VERY GLAD it still works. :) Thanks schlangster!

The NV-GECK was highly problematic before the GECK Power-Up. Having gone back to using the Fo3-GECK, I now realize just how spoiled we were (are) with that version - working Havok is extremely handy for natural-looking clutter!

With this news though, Ethanil01 you should get the power-up, it will save you oodles of time.

Miax
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Claudz
 
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Post » Sat May 07, 2011 9:37 am

I floated perk and it still doesnt compile.

With GECK powerup installed it tells me that script command Label cannot be found.

Am I using the wrong version of NVSE maybe?
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Suzy Santana
 
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Post » Sat May 07, 2011 12:14 pm

AHA!

LABEL and GOTO only function in a GAMEMODE block

Now, how the heck do I get from OnActivate (on the vr module) to a gamemode block? how do I get it to know to go into gamemode?

*sigh*

Here is a NON working version of the script, as a gamemode script

Scriptname DTPPPerkRemoverScript01int countint iterationsfloat perkBegin GameModeset count to 0ref iterationsset iterations to ListGetNthForm DTPPMasterPerkList countLabel 1if count < iterations        set perk to listGetNthForm DTPPMasterPerkList count        player.removePerk perk        set count to count + 1        goto 1endifEND

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darnell waddington
 
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Post » Sat May 07, 2011 9:52 am

You can have both types of blocks in the same script
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Krystal Wilson
 
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Post » Sat May 07, 2011 2:29 pm

thats helpful, but the damned script editor still doesnt recognize LABEL and GOTO.

And I know its loading NVSE, because I saw the nvse dos box pop up for a second before the geck loaded

I put the geck powerup, and the latest beta of nvse ALL FILES IN THEM into the main new vegas directory.
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OTTO
 
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Post » Sat May 07, 2011 1:06 pm

*sigh*. If I input the FOLLOWING example script from the geck wiki it works:


ScriptName LoopScript

int count
int iterations

Begin GameMode
Label 1
;Script instructions to loop
set count to count + 1
if count < iterations
GoTo 1
endif
End


But as soon as I begin trying to plug in my information, it wont save


Can someone just write the bloody script for me and get it to work and then explain where I cheesed up? I swear I want to cut my blasted wrists right now

HERE is the script flow.

1. I have a formlist containing every perk that could need to be removed from a player
2. I need to step through that formlist, in order, from start to finish and remove the perk from the player
3. variables should probably be:

Count
Iterations
CurrentPerk
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Cody Banks
 
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Post » Sat May 07, 2011 5:39 pm

Not float perk, but ref perk :)?
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Laura Cartwright
 
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Post » Sat May 07, 2011 3:09 pm

If you want to use an activator, I guess this is a start:

Scriptname DTPPPerkRemoverScript01int countint iterationsref perkREFBegin Onactivate	if IsActionRef player == 1		set count to 0		set iterations to listGetCount DTPPMasterPerkList	endifENDBegin GameModeLabel 1	if count < iterations		set perkREF to listGetNthForm DTPPMasterPerkList count		player.removePerk perkREF		set count to count + 1		goto 1	endifEND

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Tasha Clifford
 
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Post » Sat May 07, 2011 5:33 pm

gonna test it now and see if it compiles. thanks.
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gandalf
 
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Post » Sat May 07, 2011 11:52 am

same problem. script just wont compile.

HERE is what I did to install GECK and NVSE, etc.

1. Downloaded Geck.

2. Extracted to its own directory.

3. Copied all files in that directory to fallout new vegas directory (not to data, the main game dir, where the .exe files are)

4. Checked in STEAM settings to make sure community doohickey box is checked...it is.

5. Repeated above with NVSE. Made sure to copy all .dll files and the .exe over.

6. Did the same with geck powerup.

I have tried running the powerup, no compile
I have tried running just nvse loader with the -editor command, still no compile.

UAC is off for me.
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Big mike
 
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Post » Sat May 07, 2011 10:03 am

what the frak...now suddenly it compiles for no discernible reason.

Is there something fracked up with the GECK this time around? I've heard other people having problems with scripts too..

Hey guys..something thats been bugging me...how did they time the script for starting the VR simulator in brahns vault so that the gamemode stuff fired AFTER the pod was fully closed and the video started after the screen moved?

Know the script(s) I should look at offhand to check this out?

I don't want the player to get the script started until the pod is fully closed around them and the activation fx and sounds are playing, then I'll hit him with a messagebox and vroom...away we go.
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Jade Barnes-Mackey
 
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Post » Sat May 07, 2011 3:47 pm

Nope, you fixed it at some point and didn't realize you had.

Take it with a smile. :)

Once folks get the Powerup working, script compile messages return. There was a hack put out by a "mysterious" dev just after the release of the GECK that fixed it in the early days, so the problem has been out there and has hit alot of peeps.

And just so your aware, Havok no longer works correctly in the NV-GECK, though you can get it to sometimes drop items, we no longer get the full physics inside the NV-GECK. It's one of the things I Love about the Fo3-GECK.
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Jonathan Montero
 
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Post » Sat May 07, 2011 7:39 am

Nope, you fixed it at some point and didn't realize you had.

Take it with a smile. :)

Once folks get the Powerup working, script compile messages return. There was a hack put out by a "mysterious" dev just after the release of the GECK that fixed it in the early days, so the problem has been out there and has hit alot of peeps.

And just so your aware, Havok no longer works correctly in the NV-GECK, though you can get it to sometimes drop items, we no longer get the full physics inside the NV-GECK. It's one of the things I Love about the Fo3-GECK.



Actually, Miax, I ran just nvse_loader...for some reason when I run the powerup, I dont see the NVSE dos box pop up and it doesnt recognize commands...no idea why, unless its outta date?


Now about that chair...The only thing that makes any sense that I saw in the scripts from Anchorage and Von Brauns vault is that it checks the 'openstate' of the doodad, and reverses the animation if needed...its tied to a quest stage tho.


Can you guys help me finger out the flow of activating the module sucessfully so it fully closes before activating the gamemode block?

1. Player clicks pod, pod opens and player climbs in
2. pod closes
3. on pod being fully closed, play the VR image that takes over the screen and fades you out to black.
4. pop up a message saying player drifts off to dreamland, feeling a tiny part of his mind still strangely active and awake.
5. Execute the gamemode script to remove perks, capture his current XP, set current XP to zero, then reset current xp to initial xp (i.e. set a level 25 player to zero, then reaward him his xp)
6. Open the pod, kick the player out, then play a message.
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Justin
 
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Post » Sat May 07, 2011 10:42 pm

You can use these snippets to have your script wait for the opening/closing of the pod. I've used the same for the Tranquility lounger.

if ( DLC02SimActivatorREF.IsAnimPlaying Backward == 1 )	;wait till closed	returnif ( DLC02SimActivatorREF.IsAnimPlaying Forward == 1 )	;wait till open	return

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James Rhead
 
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Post » Sat May 07, 2011 10:51 pm

ahh so THATS what those mean. Thanks.
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xxLindsAffec
 
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