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Poking around with a mod some more


Headerman

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Hi guys,

 

I have tried to open a mod in CK (after unpacking the BSA and then deleting it) and edit some scripts within it, but i keep gettign an error 'Errors encountered while attempting to reload the script'.

 

I thought that since i unpacked the mod into the textures, meshes etc folders it should open normally?

 

Additionally what changes i have made to the scrips via notepad are not working.

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If the modder did not include the un-compiled scripts then you can never look at them. Period.


 


As for the un-compiled DLC or vanilla game scripts, steam should update the game with those available for you to load.


The DLC will be placed in the scripts\source folder in the DLC folder name. I think you have to copy them to the source folder to see them. I mean i'm not a modder Sadly, but, I have come across this problem before and was not able to be fixed... I hope this answer helps, or I hope someone else gives a better more detailed answer..  


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This is the edited script i changed in notepad from the Data\scripts\source folder.

 

 

Function GrowthComplete()
    int currentStage = (Spriggan_Stage.Value as int)

    if ( PlayerRef.HasSpell( Spriggan_Growing ) )
        PlayerRef.RemoveSpell ( Spriggan_Growing )
    else
        Debug.Trace( "Spriggans: GrowthComplete was called outside a growth phase." )
        return
    endIf

    Spriggan_MolestChance.Value -= 25
    currentStage = currentStage + 1
    if ( currentStage == 1 )
        ;; Make hunters and Vigilants hostile on sight:
        HunterFaction.SetPlayerEnemy( true )
        VigilantOfStendarrFaction.SetPlayerEnemy( true )
        ;; Equip the armor:
        PlayerRef.EquipItem( Spriggan_Cuirass, 1, true )
        ;; Show message box:
        Spriggan_ImplantationMsg.Show()
    endIf
    if ( currentStage == 2 )
        PlayerRef.EquipItem( Spriggan_Boots, 1, true )
    endIf
    if ( currentStage == 3 )
        PlayerRef.EquipItem( Spriggan_Gauntlets, 1, true )
        PlayerRef.AddSpell( Spriggan_Claws, false )
    endIf
    if ( currentStage == 4 )
        ;; Make spriggans and their allies friendly:
        Spriggan_HostFaction.SetAlly( SprigganFaction, true, true )
        Spriggan_HostFaction.SetAlly( SprigganPredatorFaction, true, true )
        PlayerRef.AddSpell( Spriggan_Aura, false )
        PlayerRef.AddSpell( Spriggan_CallOfTheWild, false )
        PlayerRef.EquipItem( Spriggan_Mask, 1, true )
        Spriggan_MolestChance.Value += 10
        Spriggan_MaskMsg.Show()
        if ( ! PlayerRef.HasSpell( Spriggan_WildGrowth ) )
            PlayerRef.AddSpell( Spriggan_WildGrowth, false )
        endIf
        if ( ! PlayerRef.HasSpell( Spriggan_Scrawl ) )
            PlayerRef.AddSpell( Spriggan_Scrawl, false )
        endIf
    endIf
    if (currentStage > 4 )
        currentStage = 4
    endIf

    Spriggan_Stage.Value = currentStage

    ;; Refresh the stage-sensitive abilities, so that the bonuses update:
    PlayerRef.RemoveSpell( Spriggan_Abilities1 )
    PlayerRef.RemoveSpell( Spriggan_Abilities2 )
    PlayerRef.RemoveSpell( Spriggan_Weaknesses )
    Wait( 0.5 )
    PlayerRef.AddSpell( Spriggan_Abilities1, false )
    PlayerRef.AddSpell( Spriggan_Abilities2, false )
    PlayerRef.AddSpell( Spriggan_Weaknesses, false )
endFunction

 

 

And this is the original script that came with the BSA:

 

 

Function GrowthComplete()
int currentStage = (Spriggan_Stage.Value as int)

if ( PlayerRef.HasSpell( Spriggan_Growing ) )
PlayerRef.RemoveSpell ( Spriggan_Growing )
else
Debug.Trace( "Spriggans: GrowthComplete was called outside a growth phase." )
return
endIf

Spriggan_MolestChance.Value -= 25
currentStage = currentStage + 1
if ( currentStage == 1 )
;; Make hunters and Vigilants hostile on sight:
HunterFaction.SetPlayerEnemy( true )
VigilantOfStendarrFaction.SetPlayerEnemy( true )
;; Equip the armor:
PlayerRef.EquipItem( Spriggan_Cuirass, 1, true )
;; Show message box:
if ( ! ImplantMsgShown )
Spriggan_ImplantationMsg.Show()
ImplantMsgShown = true
endif
endIf
if ( currentStage == 2 )
PlayerRef.EquipItem( Spriggan_Boots, 1, true )
endIf
if ( currentStage == 3 )
PlayerRef.EquipItem( Spriggan_Gauntlets, 1, true )
PlayerRef.AddSpell( Spriggan_Claws, false )
endIf
if ( currentStage == 4 )
;; Make spriggans and their allies friendly:
Spriggan_HostFaction.SetAlly( SprigganFaction, true, true )
Spriggan_HostFaction.SetAlly( SprigganPredatorFaction, true, true )
PlayerRef.AddSpell( Spriggan_Aura, false )
PlayerRef.AddSpell( Spriggan_CallOfTheWild, false )
PlayerRef.EquipItem( Spriggan_Mask, 1, true )
Spriggan_MolestChance.Value += 10
if ( ! MaskMsgShown )
Spriggan_MaskMsg.Show()
MaskMsgShown = true
endif
if ( ! PlayerRef.HasSpell( Spriggan_WildGrowth ) )
PlayerRef.AddSpell( Spriggan_WildGrowth, false )
endIf
if ( ! PlayerRef.HasSpell( Spriggan_Scrawl ) )
PlayerRef.AddSpell( Spriggan_Scrawl, false )
endIf
endIf
if (currentStage > 4 )
currentStage = 4
endIf

Spriggan_Stage.Value = currentStage

;; Refresh the stage-sensitive abilities, so that the bonuses update:
PlayerRef.RemoveSpell( Spriggan_Abilities1 )
PlayerRef.RemoveSpell( Spriggan_Abilities2 )
PlayerRef.RemoveSpell( Spriggan_Weaknesses )
Wait( 0.5 )
PlayerRef.AddSpell( Spriggan_Abilities1, false )
PlayerRef.AddSpell( Spriggan_Abilities2, false )
PlayerRef.AddSpell( Spriggan_Weaknesses, false )
endFunction

 

 

Some pretty minor changes but within the game it's not a change at all?

 

Basically what i am after is the call(?) of Spriggan_ImplantationMsg.Show() and Spriggan_MaskMsg.Show() to show every time it happens, not just the first time

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