Scripting help

Post » Thu May 26, 2011 9:48 pm

OKAY! I am having a problem.

Trying to port my old glove remover mod to New Vegas. Something is acting strange. I cannot save scripts at all. I hit "Save" and... nothing. Is it because of a script error? I thought so, so I tried to remake the script like the current workbench script. Nothing's working.

Original script:

scn StrangeWorkBenchScriptBegin OnActivate	if IsActionRef player == 1	    player.RemoveItem PipboyGlove 1	    player.AddItem PipboyGlovePC 1        endifend


Modified attempt:

ScriptName StrangeWorkBenchScriptRef  UserBegin OnActivate     Set User to GetActionRef     If GetActionRef != Player          User.Activate     Elseif GetActionRef == Player	  player.RemoveItem PipboyGlove 1	  player.AddItem PipboyGlovePC 1     EndifEnd


Any ideas why it won't even try to save? Have I become rusty with Fallout 3 modding and forgotten something?

ETA: Possible update here. I seem to have made it work by making 100% everything case sensitive. But it didn't act like it saved, oddly enough, it just closed. However, it did save the script. It may be an error with my copy of the GECK.
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Vicki Gunn
 
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Post » Fri May 27, 2011 7:45 am

Nope, not you, I'm getting the same problem. But for some reason mine won't save even If I directly copy and paste another script.
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Pumpkin
 
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Post » Fri May 27, 2011 7:42 am

Add me to the list as I cannot seem to get a script to save. If I try to exit the Script Editor after I have my script info there it says:

"Do you want to save the current script?
Current =

Then I can click yes or no but nothing seems to work. This is getting annoying with all these various bugs I keep encountering for some of the most basic things in this game.
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Jonathan Egan
 
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Post » Fri May 27, 2011 7:38 am

I modified a quest script and it saved and worked just fine.

I was corrected by sesom: Do not "Recompile all Scripts", not necessary not recommended and causes mod incompatibility!

Have you "Recompiled all Scripts"? I'm no expert but I think that's necessary.This option is in "Gameplay" between "Character" and "Help".Here what I did in detail:- I opened the script.- I copied the content to Notepad++, modified it and copied back.- Saved the Script. Closed the ScriptEditor.- "Gameplay" -> "Recompile All Scripts".- Wait.- Save Project.

That's it. Hope I could help.
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michael flanigan
 
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Post » Thu May 26, 2011 8:31 pm

When I ran the second script I found the only thing that kept it from saving was "PipboyGlovePC", and if you change that to anything else it will save fine.
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Kevan Olson
 
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Post » Fri May 27, 2011 6:25 am

I think I found out what is the trouble. GECK doesn't show any error messages anymore. So if your script contains an error you can't save it. This is not a very good move from Bethseda because working with scripts get's a lot harder.

@Las0mbra
Never recompile all scripts. You bloat your mod and make it incompatible with other mods.

I want my error messages & spell checker back. (I never thought I would write such a thing ;) )
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George PUluse
 
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Post » Thu May 26, 2011 9:45 pm

scn StrangeWorkBenchScriptBegin OnActivate	if IsActionRef player ; '== 1' just increases the 'cost'	    player.RemoveItem PipboyGlove 1	    player.AddItem PipboyGlovePC 1        endifend
'SCRIPTS: Script 'StrangeWorkBenchScript', line 6: Item 'PipboyGlovePC' not found for parameter ObjectID. Compiled script not saved!' is what we're used to seeing, but yeah, the NV GECK gives no warnings about anything yet.

That item doesn't exist in FalloutNV.ESM though, so either it's not in your plugin yet or the EditorID is off?
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Lisa
 
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Post » Thu May 26, 2011 8:08 pm

@sesom:

Thanks. Good to know. I keep that in mind before using other mods.
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Francesca
 
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Post » Thu May 26, 2011 7:20 pm

That's exceedingly strange. Well, I DID get the script to save. It just... didn't say anything about it. And it didn't update on the item I was trying to attach the script to. It just closed the window silently.

Apparently, everything was being super-case-sensitive for some reason. I don't recall that ever having been a problem before New Vegas.
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Rob Davidson
 
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Post » Thu May 26, 2011 11:28 pm

I was making a canteen mod using Lord inquisitors model he made for FO3. I came up with the script and got the same problem with Current= afterwards I opened up the preorder canteen script and just copied and pasted it straight to my own mod without changing even the names. Got the same error. I have faith in obsidian and bethesda that they will fix this stuff, (obsidian almost always has in my experience, even if it slow to come at times) but dang is it annoying.
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Laura Samson
 
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Post » Fri May 27, 2011 1:50 am

That's exceedingly strange. Well, I DID get the script to save. It just... didn't say anything about it. And it didn't update on the item I was trying to attach the script to. It just closed the window silently.

Apparently, everything was being super-case-sensitive for some reason. I don't recall that ever having been a problem before New Vegas.


I had a similar problem with using functions on a persistent reference. I name most of my stuff "00whatever" so I can locate things quickly. It choked on the zeros apparently. I took them off and it was happy. The really strange thing is that it accepted my reference ID with the zeros as an argument.
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Becky Cox
 
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Post » Fri May 27, 2011 7:23 am

ran it through http://www.cipscis.com/fallout/tutorials/ and hit standardized caps and it worked.
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Dean Brown
 
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Post » Thu May 26, 2011 7:57 pm

@Kobu
Never use numbers at the start of object names this is a lesson that was already learned in Oblivion. The compiler doesn't like it. Badpenny had to remake his 'Shady Sands' mod completely because of this.
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Leticia Hernandez
 
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Post » Thu May 26, 2011 11:53 pm

ran it through http://www.cipscis.com/fallout/tutorials/ and hit standardized caps and it worked.


Yes, but it didn't work in the game. At all. Until I changed the caps. New Vegas's GECK has some issues, apparently.
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Misty lt
 
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Post » Fri May 27, 2011 10:03 am

If the OP ever gets this mod working, I'd like to have it. By "Glove" I'm assuming you mean pipboy right?
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Karine laverre
 
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Post » Fri May 27, 2011 12:14 am

If the OP ever gets this mod working, I'd like to have it. By "Glove" I'm assuming you mean pipboy right?


Only the glove portion of it. And I did get it working. It just ACTED like it wasn't working in the GECK, which caused many problems until I realized it had silently made five copies of the script without telling me. Something is clearly broken with the GECK itself, but I did manage to get the script working.

If you want it, it's here: http://www.newvegasnexus.com/downloads/file.php?id=34911
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Jamie Moysey
 
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Post » Fri May 27, 2011 12:58 am

Only the glove portion of it. And I did get it working. It just ACTED like it wasn't working in the GECK, which caused many problems until I realized it had silently made five copies of the script without telling me. Something is clearly broken with the GECK itself, but I did manage to get the script working.

If you want it, it's here: http://www.newvegasnexus.com/downloads/file.php?id=34911


Thanks man.
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alyssa ALYSSA
 
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