Can't save scripts

Post » Fri Dec 17, 2010 5:06 pm

So I've made a script and save it. No errors pop up or anything, so I think it's saved. So I go to quit the script editor and it says 'Would you like to save current script: Script = ' and no matter how many times I press save, it doesn't make a difference. Here's an image of my problem:

http://www.freeimagehosting.net/uploads/257ff1d82d.png
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Dean
 
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Post » Fri Dec 17, 2010 11:32 pm

There is no image, at least that I can get to.

You have a problem with your script. Not all problems give a message. Post your script.
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Kim Kay
 
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Post » Fri Dec 17, 2010 5:50 pm

There is no image, at least that I can get to.

You have a problem with your script. Not all problems give a message. Post your script.


Short DoOnceBegin OnTriggerEnter PlayerIf DoOnce == 0NSCompanion.Enable NSCompanion.evp NSCompanionFight  ;I'm not sure if that bit worksNSEnemyDeathclaw01.EnableNSEnemyDeathclaw.evpSet DoOnce to 1EndifIf DoOnce == 1ReturnEndifEnd


Except it still does that even when I tried a simple script like this:
Begin OnActivatePlayer.Additem WeapLaserPistol 1DisableEnd

and as far as I know, that one doesn't have any errors.

Any other advice?
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Vicki Gunn
 
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Post » Sat Dec 18, 2010 6:43 am

Your error is you have not given the script a name.

scn myAddScriptBegin OnActivate    Player.Additem WeapLaserPistol 1    Disable End

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Markie Mark
 
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Post » Fri Dec 17, 2010 5:55 pm

Oh sorry, I forgot to put that in the post, however it does have a name. Try the image again, it shows the script name.
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Kevin Jay
 
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Post » Sat Dec 18, 2010 2:51 am

You cannot put anything 'after' the http://geck.gamesas.com/index.php/EvaluatePackage command. Remove the 'nightstalkerfightdeathclaw'.

You also need to verify that the reference names you are using are actually setup as references on objects in the render window.
nscompanion01
nightstalkerenemy

And you do not need the last 'if' condition with the return in it. Remove that entire section of code as its ineffecient.
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Elizabeth Lysons
 
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Post » Sat Dec 18, 2010 5:52 am

Ok, so I removed the statement after the evp command, the objects in the render window were slready setup as persistent references with those IDs and I removed that last block from my script, however it still won'y work.

Here's my new script:
Scn NightStalkerCompanionBootShort DoOnce  Begin OnTriggerEnter Player  If DoOnce == 0 NSCompanion.Enable    NSCompanion.evp      NSEnemyDeathclaw01.Enable    NSEnemyDeathclaw.evp  Set DoOnce to 1 EndifEnd 

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lydia nekongo
 
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Post » Sat Dec 18, 2010 12:23 am

By "won't work", do you mean it saves but does not work in game?

If so, make sure you are not playing with a dirty game save. Scripts do not always update correctly if you have a save game that has different 'versions' of the script saved in it. Use a save game that has NEVER had your mod active when you saved it.

Otherwise, it looks okay to me. Unless you really do not have the 'reference names' setup correctly, like you are using object names instead.
For example, you have "NSEnemyDeathclaw01" and "NSEnemyDeathclaw" as a reference name.
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josh evans
 
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Post » Sat Dec 18, 2010 8:48 am

by "won't work" I mean it seems to saved correctly, however when I press the button to exit the script editor, it comes up with the message 'Would you like to save current script? Current = [Blank Spcae]" and if I click yes and when I go to exit again it comes up with the same warning. I have tried it on several mods and even just adding a basic script to add a test item to the player on the vanilla fallout file with no other files selected and no active mod [In the GECK].
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Nathan Barker
 
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Post » Fri Dec 17, 2010 7:12 pm

It sounds like you have something wrong with your game. Make sure you have a legal copy. If your using FOSE and not loading it correctly, that might affect it as well.
You are loading the 'Fallout3.esm' file, right? And setting your mod as the 'active plugin'?

Also, how are you opening the Script window? And what script type are you saving it as?
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Nymph
 
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Post » Fri Dec 17, 2010 10:37 pm

What OS are you using? If it's Vista or 7, Windows may be interfering with the CS's ability to save.
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Jhenna lee Lizama
 
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Post » Fri Dec 17, 2010 11:47 pm

My copy is legal, I DLed it from the official Bethesda site, I don't use FOSE, Yes I am loading the Master Files and setting my mod as the active file as well. I open the script editor by pressing the button on the toolbar, or the elipses (...) when crreating a new object. I save it as an 'object' script, which is the correct format for the items I use it on.

To Jac, I am running on Windows 7, however It can't be that because I can save scripts fine on the other GECK. I had a go at uninstalling and reinstalling the GECK, without any noticeable results, so I will try again. I'll keep you posted.

Oblivious12123
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ONLY ME!!!!
 
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Post » Sat Dec 18, 2010 4:26 am

Hmm...

I tried it again, I even reinstalled the GECK again, but to no avail. I think I might try reinstalling the whole game :cryvaultboy: but I doubt that'll work. I :fallout: but at this rate I can't make the ultimate companion that I want. :sadvaultboy:.

I feel in an emoticon-y sort of mood today :rolleyes:

But whatever, I'll reinstall and keep you posted.

Oblivious12123
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Scott Clemmons
 
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Post » Sat Dec 18, 2010 9:58 am

I can save scripts fine on the other GECK.

Other GECK? Please elaborate.

The script looks fine to me. If the syntax is incorrect, GECK should open a pop-up with an error message. Are you sure you are using the Fallout 3 GECK? I seem to remember that the Fallout New Vegas GECK fail quietly, i.e. neither saves the script nor warns of errors if the script compiler fails. When you un- and reinstalled GECK, did you also delete My Games/Fallout 3/GECKCustom.ini and My Games/Fallout 3/GECKPrefs.ini?

Have you tried if you can make an extremely simple mod (add a gun to Moriartys inventory or something like that) and save it?

Edit: If you decide to reinstall the game, make sure to install it to some location outside of the Program Files folder, e.g. C:\Games\Fallout3. You will dodge a lot of headaches by doing so.
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Dominic Vaughan
 
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Post » Sat Dec 18, 2010 5:27 am

Other GECK? Please elaborate.

The script looks fine to me. If the syntax is incorrect, GECK should open a pop-up with an error message. Are you sure you are using the Fallout 3 GECK? I seem to remember that the Fallout New Vegas GECK fail quietly, i.e. neither saves the script nor warns of errors if the script compiler fails. When you un- and reinstalled GECK, did you also delete My Games/Fallout 3/GECKCustom.ini and My Games/Fallout 3/GECKPrefs.ini?

Have you tried if you can make an extremely simple mod (add a gun to Moriartys inventory or something like that) and save it?

Edit: If you decide to reinstall the game, make sure to install it to some location outside of the Program Files folder, e.g. C:\Games\Fallout3. You will dodge a lot of headaches by doing so.



OH CRAP IN A HAT!!!

I just realised that I was using the NV GECK. So this was is the wrong section the whole time :/ Oh well, I guess they both work in pretty much the same way, SO advice that has been given still applies.

I guess a mod should move this over.

I can make really simple mods that don't require scripts, it's just the script function itself. For some reason I can't save the script itself in the GECK. And companions tend to require a bit of scripting, so at this moment I'm stumped.
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Gisela Amaya
 
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Post » Sat Dec 18, 2010 4:55 am

Heh, sometimes the devil really is in the detail :tongue:
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SWagg KId
 
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Post » Fri Dec 17, 2010 9:27 pm

You need to install Geck Power up, it's on the nexus here http://www.newvegasnexus.com/downloads/file.php?id=36290

It will enable warnings, and give you an indication what the error is in your script.
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Laura-Jayne Lee
 
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Post » Fri Dec 17, 2010 9:08 pm

OK, I will try it out.

Oblivious12123

EDIT

It seems nothing pops up when I try, and I have used the GECK Power Up. Nothing should be wrong in that script. Doesn't look it anyway. So hmm...
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Cathrin Hummel
 
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Post » Sat Dec 18, 2010 9:39 am

There is the probable error I pointed out in your script with the reference names.
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Ash
 
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Post » Fri Dec 17, 2010 11:07 pm

It doesn't appear that way, but nothing else seems to be working, so I'll uninstall and reinstall the game


Oblivious12123

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lacy lake
 
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