The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Converting the right FO3 mods

General mod discussion and requests.
Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

charwo wrote:

Post by Greslin » Thu Mar 06, 2014 8:05 pm

[quote=charwo]


 


I got the Geck Power Up, I ran it, it functions like the GECK. I pulled up the scripts, I saved them, I couldn't save them, I did the recompile all function, it took a long time. But nothing was pointed out. All I know is that when I try and exit from the script popup it says do you want to save the current script, then below current = (script name). But I did not see anything about what issues are happening.


[/quote]


Are you actually clicking "Save", or just trying to close the window?


If the script doesn't save but GECK doesn't give you any indication of errors, then you don't have Power Up working correctly.  Are you using the v1.4 fork of Power Up or the earlier beta?  If the latter, get the 1.4 version and use that.


(BTW - in my experience, the mod count threshold in the FNV engine is right around 128 (hex: 80).  Anytime I have more than that number in my load order, the weird graphical glitches start happening.  I start combining mods again when I start nearing about 120 or so, and have never gotten the meltdown at lower than 128.  FO3 had a much higher threshold, somewhere around 160-170.)


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Yes, I'm using Geck PowerUP 1

Post by charwo » Sat Mar 08, 2014 12:10 am

Yes, I'm using Geck PowerUP 1.73, the latest version. I saved but half of the effected scripts wouldn't close, which meant I couldn't save until I closed each one and clicked no on saving them, after already saving them.


These are the scripts that refused to close after saving....


0JAVMScavengeControllerScript


0JAVMOptionsMenuScript


0JAVMControllerScript


0JAVMVarsScript


 



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

With GECK Power up you should

Post by chucksteel » Sat Mar 08, 2014 12:13 am

With GECK Power up you should get an error message that says what line is bad in the script. There may be function changes between FO3 and FNV that need to be resolved in these lines. 



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

charwo wrote:

Post by Greslin » Sat Mar 08, 2014 1:23 am

[quote=charwo]


Yes, I'm using Geck PowerUP 1.73, the latest version.


[/quote]


Are you sure that you have nvse_plugin_geckpu-nv-14.dll in the Data/nvse/plugins directory, as well as the exe and dll in your FNV main?


I know you said that the scripts allegedly don't require FOSE.  But I'm just curious.


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Scratch that. Geck Power Up

Post by charwo » Sat Mar 08, 2014 1:53 am

Scratch that. Geck Power Up has two separate pages and while I downloaded the latest version, I downloaded the latest 1.1 version. Stand by...



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

It's working now. The problem

Post by charwo » Sat Mar 08, 2014 2:04 am

It's working now. The problem for each reads as:


Script: Script (same as header) line X


Script command 'Label' not found


The problem now is I don't know how to identify which line is which. In one it's 56, another 112, another 17. I could count down for 17, the 112 one, that's a bit tricky. And I don't know what Label means in this context.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

click a line any line, at the

Post by chucksteel » Sat Mar 08, 2014 2:21 am

click a line any line, at the bottom left of the window you'll see the line number. Once you have the bad line someone should be able to help. 



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

charwo wrote:

Post by Greslin » Sat Mar 08, 2014 2:46 am

[quote=charwo]


It's working now. The problem for each reads as:


Script: Script (same as header) line X


Script command 'Label' not found


[/quote]


Well, that answers that question.  It's an FOSE script, and you most likely don't have the NVSE plugin properly installed into GECK.  "Label" is an FOSE/NVSE command.


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

OK Here goes:

Post by charwo » Sat Mar 08, 2014 2:47 am

OK Here goes:


if sJAVMClearListTimer == 0

                Label 10 (line 56)

                if ListGetCount JAVMTargetAssistList > 1

                    set rClearObject to Pencil01

                    set rClearObject to ListRemoveNthForm JAVMTargetAssistList 0

                    rClearObject.sms JAVMTargetYellow

                    Goto 10

                endif

 


set sScanDepth to 2 * (player.IsInInterior == 0)

;-------- Init Scan Cycle (line 17)

    Label 1

    if (sScanStep == 0)

        if JAVMVars.sJAVMTargetOptionsShowAids==1

            set sCurrentRefId to 47 ;Alchemy item

        else

            set sScanStep to 1

        endif

 


if (sButton1 >=0) && (sButton1 < 5)

        if JAVMVars.sJAVMTargetingEnabled == 0

            Label 10 (line 32)

            if ListGetCount JAVMTargetAssistList > 1

                set rObject to ListRemoveNthForm JAVMTargetAssistList 0

                rObject.sms JAVMTargetYellow

                Goto 10

            endif

 


    else

            set JAVMVars.sJAVMTargetOptionsShowTargetAssist to 1

        endif

        Label 10 (line 112)

        if ListGetCount JAVMTargetAssistList > 1

            set rObject to ListRemoveNthForm JAVMTargetAssistList 0

            rObject.sms JAVMTargetYellow

            Goto 10

        endif

 



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Well, no response on the

Post by charwo » Fri Mar 14, 2014 9:10 pm

Well, no response on the above....


I have another problem, this one inescapable. Location Mods just aren't showing up. I tried porting the Regulators Alliance overhaul, which creates a Regulator base just outside of of Grayditch, Bond's GNR garrison, the SuperDuperMart Basement and a thing I never got to try called Rivet City Dome. Nothing but nothing ever shows up. Even in interior cells. I added the masters, ran the scripts, and nothing. Zilch. Zero.


What's up with that?



Post Reply