script not saving please help

Post » Sat May 14, 2011 12:23 am

i have read alot about postings wher scripts are not saving i have a dilemma i wish to toss out here and any help i would be greatful.
i have been scripting for a bit but have not done it for a wile i know the basics first off.

this is what i get when i make a script for a light switch in the NV G.E.C.K and try to save it will not save at all so i tried something.
i went to a addon that i down loaded for a private bunker and loaded it i looked around and found a script that i could use that would do what i was trying to do so i copyed it to my note pad i then loaded the .esm
that i was working on and went to scripts and tryed to creat a new one nothing happend.
so i tried the edit and opened a script i placed the copyed script in the window and then hit save i got syetex errors nothing and constant asking if i wanted to save it when i tryed to close.

now the question i have is simple why would i get this error when i tryed to add this to the esm i was working on when it was in a nother esm all ready and working fine i was a direct copy and nothing changed i would think that do to it working fine in the other it should be able to work in my esm.???
i am new at this but have messed with scripts befor so it is puzzling to me any help would be greatful.

and another thing i have down loaded FOSE i read that it is better to use for this when i did i followed the instructions to the letter i said as well to add -editor" to the end of the target box in the propertys.
when i do i get a error so i just tried to start it directly and it starts the game and no editor runs any thoughts on this???
thanks for any help about to give up trying.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Fri May 13, 2011 7:02 pm

i have read alot about postings wher scripts are not saving i have a dilemma i wish to toss out here and any help i would be greatful.
*snip*


We'll need to see the script ROMOAS in order to try to diagnose where the problem is and what it might be. Sometimes it's simple like a misplaced character generating the error or a miss typed command. If you can post up the script then we can anolyze it and see what the problem might be. It might be the script is fine, but is referencing something that isn't there which can create the problem.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Fri May 13, 2011 2:02 pm

We'll need to see the script ROMOAS in order to try to diagnose where the problem is and what it might be. Sometimes it's simple like a misplaced character generating the error or a miss typed command. If you can post up the script then we can anolyze it and see what the problem might be. It might be the script is fine, but is referencing something that isn't there which can create the problem.



scn PPCROMASemergencyPowerScript

Short DoOnce

Begin OnActivate
If GetIsReference PPCROMOASPowerSwitch01REF == 1
If DoOnce == 0
Set PPCROMASPowerOnline to 1
PPCROMOASPowerEnabledREF.Enable
PPCROMOASPowerEnabledREF2.Enable
Set DoOnce to 1
Activate
Endif
EndIf
End

here is the script i taken this from another esm i have created the PPCROMOASPowerEnabledREF and the PPCROMOASPowerEnabledREF2 i am getting the error in line 6
PPCROMOASPowerSwitch01REF witch i have not created yet like i said i taken this from another esm i changed the beginning to PPCROMAS ect ect now when i search for the PPCROMASPowerOnline to 1
i get that it is a glob id form i have no idea what this means but i think this is my issue i found it but i can edit it to fit my needs ?????
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Fri May 13, 2011 11:28 pm

personally I get where the geck wont save scripts with NO errors. I've copied an existing script, changed the script name at the top and tried to save it and it wonks out, so it may be a geck issue.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Fri May 13, 2011 7:43 pm

Set PPCROMASPowerOnline to 1

This variable does not exist in this script. If you delete this line, the script will compile and save. We don't have enough information to tell if it will do what you want.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri May 13, 2011 4:51 pm

i still can not get the script to save and even tried making a glob form named PPCROMASPowerOnline i must be doing a serious mess up i have copyed a entire cell that are running the exact scripts that work fine in it but when i try to save them myself i get a error that it can not save them. another esm has all the items i want in it but the layout is different than what i want i am wondering if i should just copy it and deleat the buildings and add what i want and just move the existing doors and lights ect to wher i need them i can't get the idea that the scripts work fine in one esm and when i do a exact remake of a cell with all the proper named ref's that the scripts dont wotk yet i have a friend that has dont the same thing side by side of me and his works fine.?
totaly lost now!
and i am running windows 7 64 BIT ther running win xp wonder if windows 7 64 can be the issue with the G.E.C.K?
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Fri May 13, 2011 8:35 pm

It can be frustrating to learn to mod effectively. I recommend to start small. Have you completed the geck tutorials, and made your own small vault with NPCs? This is a good first step. Once you have a small vault working, you can add the switches to it. It may seem painful, but I find it less frustrating to start small and build. Getting something to work, even if it is simple, reduces my frustration level so I can keep going. Sometimes it does seem like bashing your head against the wall, but when you learn this way, the lessions stick with you.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Fri May 13, 2011 11:39 am

Any item that you reference in a script has to first exist. You can't rference something that doesn't exist. Make sure you have created all your refs before writing them into a script.

A light switch was my first foray into scripting. Turn on the lights, set a variable for a package to reference and activate the animation of the switch.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Fri May 13, 2011 12:27 pm

EVERY time I have had a script that would not save, it was my mistake, not the GECK's. Errors as simple as an extra space in a line.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Fri May 13, 2011 8:23 pm

I had issues trying to save a more extensive script and thought it was just strange that it wouldn't even tell me where the error was. In the one of the stickies GStaff (I think) mentions that it won't tell you at all if something's wrong, it just won't save, unlike the FO3 GECK which told you even what line the problem was on.
In the end I copied the script and pasted it into http://www.cipscis.com/fallout/utilities/validator.aspx and that helped me fix my script. With the validator there's a button at the top to select Fallout 3 or New Vegas. Not sure if it makes a difference. I don't make scripts I alter existing ones to suit so rely on that utility to tell me if I'm wrong somewhere :)
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sat May 14, 2011 12:30 am

I had asked the author of the pinned FAQ here (Nick Breckton) to add information about a program which solves the problem of geck not displaying error messages. But I guess he does not want to (or is not allowed to) mention it. The "geck powerup" available at newvegasnexus changes geck so that it will display these error messages. I highly recommend it.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Fri May 13, 2011 10:13 pm

thanks all for the help i deff need to brush up on scripting i did find a error on my part with another script i was doing. go figure a switch with a message i forgot i had to creat the msg form so when the script said to display the message i got the error now i have fixed that issue i did run into another wile creating the message script. please bear with me guys im a old man lol ok i created the message form and no issues the script i did was this.

scn PPControlEleGeneratorScpt

short Button
short Fixed

BEGIN OnActivate
if IsActionRef player == 1 && Fixed == 0
ShowMessage PPcontrolEleGeneratorMsg
endif
END

BEGIN GameMode

if ( Fixed == 0 )
set Button to GetButtonPressed

if ( Button == 1 )
set Fixed to 1
PPcontrolBlastDoorTriggerREF.Enable
player.removeitem spareparts 1
ShowMessage PPControlEleGeneratorFixedMsg
Set PPControlEleGenFixed to 1
endif
endif

END

when i tried to save the script on the aux gen i got the error i did not have PPcontrolEleGeneratorMsg form so i created this and went ok the ID for the form is correct and the message took but wher the
Menu buttons window i had to set a
0 do nothing. and below it a
1? repair the Generator.
when i tried to click in the menu part to add the above a spell check window appered and all was ok and closed it but i am not able to add the button statments i need any thoughts on this please do i have to creat another form for them ???????
now back to the script when i tried to add it again to the generator i of course got another error in line #19 PPcontrolBlastDoorTriggerREF.Enable now i have this created and named correctley as a REF do i need to add the .Enable to the end of the ID it is currently named PPcontrolBlastDoorTriggerREF
all help i am very greatful i know teaching a old dog new tricks can be a pain but i thank you.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri May 13, 2011 7:15 pm

a quick update i managed to get the button add to work in the message form i had to save then restart the G.E.C.K and go back to it then i was able to add the values to the message form for the buttons but still having the issue with the.
error in line #19 PPcontrolBlastDoorTriggerREF.Enable???
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Fri May 13, 2011 12:59 pm

I guess make sure it's called "PPcontrolBlastDoorTriggerREF". It's easy to forget to add the reference name after creating something.

You don't have "PPControlEleGenFixed" declared at the top, either. Add "short PPControlEleGenFixed". If it's in a different quest/reference script, then you'd have to do QuestName.PPControlEleGenFixed or ObjectREF.PPControlEleGenFixed to access it.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sat May 14, 2011 1:50 am

i mamaged to get it all corrected i had to create a another Globel Form and name it. and managed to get the scripts to all accept and working so i'm well on the way now and i wish to thank all the people that have replyed in helping me i thank you.

i have found that as well that when i have finished making new forms that i have to save all my work and restart the G.E.C.K and then insert the script hit save i found the fix for the error messages in the nexus forums and that is a great help when i don't get the errors after the save i have to restart again the program in order to be able to see them in the list i beleave this is a glitch pertaining to my system i havent found other complants on this issue yet but running windows 7 64 bit i feel is most likley my culprit even though it is running in a (x86) file within my system i will toss this out to the software makers with all my system info from (dxdiag) and maybe they can see what the reason is that the files are not showing till i restart program.
but thatks again all for the help it is nice to have patient people out ther willing to help as i addvance i plan to pass on the help to others happy new year all ........
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Fri May 13, 2011 9:51 pm

With the validator there's a button at the top to select Fallout 3 or New Vegas. Not sure if it makes a difference.
Bit of a late reply, but just to clarify all the button does currently is swap out the blocktype and function dictionaries for FOSE + Fallout 3 / NVSE + New Vegas. However, currently the New Vegas blocktype and function dictionaries are just copies of the Fallout 3 dictionaries, and the NVSE function dictionary is a copy of the FOSE function dictionary, so there isn't really a difference.

Cipscis
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm


Return to Fallout: New Vegas