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quo vagis ttw conversation


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Posted

hello

 

iam trying to convert quo vagis to ttw.

the problem i have is that quo vagis is a esm so i cant save the recompiled scripts, geck only wants me to save it as a esp.

how do i solve this?

just saving an aditional esp?

or do i need to convert quo vagis esm to a esp?

 

other question: the recompile all scripts affects every single script not only the one from quo vagis?

just asking becouse it has a loot of scripts and its a pain to compile them all single.

Posted

https://taleoftwowastelands.com/content/ttw-20-out

https://taleoftwowastelands.com/sites/default/files/chucksteel/ttw_mod_conversion_guide_v1.2_0.pdf

https://taleoftwowastelands.com/content/fo3-ttw-mod-conversion-video

 

For most of your questions relating to TTW you really should look at the TTW site. Most everything you need to do and how to do it is there. ;). If not .. create an account and ask.. Three might be some things that need to be done related to TTW specifically besides the normal modding process.

 

 

other question: the recompile all scripts affects every single script not only the one from quo vagis?

I seem to remember that it would recompile every script of the mods installed creating a big mess. Not 100% though. My understanding you only want to recompile those scripts in the mod only. . IN the above links there are some TTW scripts that might just work for you out of the box. I believe the mod you want converted should be easy enough with basic conversion.

https://taleoftwowastelands.com/content/anyone-working-port-quo-vagis

 

 

Posted

https://taleoftwowastelands.com/content/ttw-20-out

https://taleoftwowastelands.com/sites/default/files/chucksteel/ttw_mod_conversion_guide_v1.2_0.pdf

https://taleoftwowastelands.com/content/fo3-ttw-mod-conversion-video

 

For most of your questions relating to TTW you really should look at the TTW site. Most everything you need to do and how to do it is there. ;). If not .. create an account and ask.. Three might be some things that need to be done related to TTW specifically besides the normal modding process.

 

 

other question: the recompile all scripts affects every single script not only the one from quo vagis?

I seem to remember that it would recompile every script of the mods installed creating a big mess. Not 100% though. My understanding you only want to recompile those scripts in the mod only. . IN the above links there are some TTW scripts that might just work for you out of the box. I believe the mod you want converted should be easy enough with basic conversion.

https://taleoftwowastelands.com/content/anyone-working-port-quo-vagis

 

dont asume that i did not read it, iam on the last step of the guide you posted and run into a problem that isnt in the guide. saving the recompiled scripts if the file is a master.

well i found a few topics on that matter with google and it looks like i have to convert the esm to an esp to be able to save the scripts, but i dont know if that braeks some other stuff and thought asking some more expirienct people might help.

 

geting help here is a loot easier than on nexus or ttw forum, my expirence.

 

and yes there are 4 scripts i could not recompile, think i need to fix them to match fonv scripts. but first things first, knowing how to fix a specific script does not help if i cant save those changes.

Guest tomm434
Posted
I seem to remember that it would recompile every script of the mods installed creating a big mess. Not 100% though.

That's right - never hit that button.

Posted

@nouseforaname4

 

Well don't assume people know that you already know that especially if you say nothing about in your post. 

 

i sayed something:

 

iam trying to convert quo vagis to ttw.

the problem i have is that quo vagis is a esm so i cant save the recompiled scripts, geck only wants me to save it as a esp.

how do i solve this?

just saving an aditional esp?

or do i need to convert quo vagis esm to a esp?

 

thats a description of the problem i have, no where i asked for guides. thats becouse i read them if not i would have asked for a guide.

Posted

problem fixed itself.

no need to recompile scripts if the mod doesnt use foes....

 

Posted

No problem.. No need to get upset nouseforaname4. I offered some support until some others could chime in. I found many answers in 5 minutes to do this using nothing but Google.

You didn't ask for a guide but you also didn't state you were already looking at those sources. ;).  So you weren't clear and my response was within the comments and direction of the OP.

 

You like the quick support and speed here on LL? Right? .. well sometimes you will get some answers you might not need or even help..

 

Again no problem I will remember this and not respond to your tech support questions. Keep snapping at individuals that are trying to help you .. (regardless of it their help was useful or not)  might get your legs cut out from under you and loose much the very support and aid that you value so much here. The best approach is to to be respectful or ignore those post that aren't helping you.

 

 

@nouseforaname4

 

Well don't assume people know that you already know that especially if you say nothing about in your post.

Thanks for the support myuhinny.. :D

Posted

No problem.. No need to get upset nouseforaname4. I offered some support until some others could chime in. I found many answers in 5 minutes to do this using nothing but Google.

You didn't ask for a guide but you also didn't state you were already looking at those sources. ;).  So you weren't clear and my response was within the comments and direction of the OP.

 

You like the quick support and speed here on LL? Right? .. well sometimes you will get some answers you might not need or even help..

 

Again no problem I will remember this and not respond to your tech support questions. Keep snapping at individuals that are trying to help you .. (regardless of it their help was useful or not)  will get your legs cut out from under you and loose the very support and aid that you value so much here. The best approach is to to be respectful or ignore those post that aren't helping you.

 

 

@nouseforaname4

 

Well don't assume people know that you already know that especially if you say nothing about in your post.

Thanks for the support myuhinny.. :D

 

yeah sorry about it, its just frustrating when you are doing stuff where you need help and the first thing your getting is all the stuff you allready read 5 times and are not related to your question.

makes me feel like people only read the header not the question itself and than try to educate you with the words: reading helps.

 

Posted

I definitively remember having to recompile some scripts. The one that deals with dressing for the photo shoot (inside the idle marker).

 

Posted

I definitively remember having to recompile some scripts. The one that deals with dressing for the photo shoot (inside the idle marker).

 

youre right, havent tested it untile now but looks like i have to redo or recompile 5 or 6 scripts.

 

Posted

ok converting it to a esp and than back to a esm worked.

i wasnt able to compile 4 scripts and since i have no clue about scripts i dont start messing with them.

but if somebody expirenct want to have a look at them:

 

bqvBookSkillSCRIPT

 

 

scn bqvBookSkillSCRIPT

short upgrade
short ReadOnceNoSkill1
short ReadOnceBarter
short ReadOnceBigGuns
short ReadOnceEnergyWeapons
short ReadOnceExplosives
short ReadOnceLockpick
short ReadOnceMedicine
short ReadOnceMeleeWeapons
short ReadOnceRepair
short ReadOnceScience
short ReadOnceSmallGuns
short ReadOnceSneak
short ReadOnceSpeech
short ReadOnceUnarmed

short AwaitingInput
short button

begin onActivate

; book is in the world. If player has already read it, just pick it up.
; if not, ask what to do.

    set upgrade to 1

    if player.hasperk comprehension == 1
        set upgrade to upgrade + 1
    endif

    if player.hasperk bqvOverAchiever == 1
        set upgrade to upgrade + 1
    endif

    if getIsID bqvBookNoSkill1 == 1
        if ReadOnceNoSkill1 == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillBarter == 1
        if ReadOnceBarter == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillBigGuns == 1
        if ReadOnceBigGuns == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillEnergyWeapons == 1
        if ReadOnceEnergyWeapons == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillExplosives == 1
        if ReadOnceExplosives == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillLockpick == 1
        if ReadOnceLockpick == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillMedicine == 1
        if ReadOnceMedicine == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillMelee == 1
        if ReadOnceMeleeWeapons == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillRepair == 1
        if ReadOnceRepair == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillScience == 1
        if ReadOnceScience == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillSmallGuns == 1
        if ReadOnceSmallGuns == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillSneak == 1
        if ReadOnceSneak == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillSpeech == 1
        if ReadOnceSpeech == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    elseif getIsID bqvBookSkillUnarmed == 1
        if ReadOnceUnarmed == 0
            showmessage bqvBookPickupMessage
            set AwaitingInput to 1
        else
            activate
        endif
    endif

end

 

bqvDialogueMalibuSAUBScript

 

 

scn bqvDialogueMalibuSAUBScript

; Malibu follower control

short MalibuMissions

short Command
; 0 = Not following
; 1 = Follow me
; 2 = Wait here
; 3 = Race back to saloon
; 4 = Make up with Larry
; 5 = Find overlook
; 6 = Sandbox

short ReconciliationCutsceneStarted

float SandboxAnxietyTimer
short SandboxAnxiety
; 0 = Not sandboxing
; 1 = Sandbox package started
; 2 = Sandbox timer running
; 3 = Sandboxing too long, Malibu is antsy

short FollowDistance
; 0 = short
; 1 = long

short RaceWinner
; 0 = No winner yet
; 1 = Malibu
; 2 = Player

; Variables to determine if a player kills non-evil people while Malibu is a follower
; The game's definition of "murder" (killed while not in combat) won't work.
; By Malibu's standards, killing a raider with a sneak attack while undetected
; (which the game counts as "murder") isn't a bad thing.

short MurderDetection
; 0 = Malibu is not a follower
; 1 = Ready to start detection
; 2 = Player is clean
; 3 = Player has killed innocents

short KillsAtStart
short KillsNow
float KarmaAtStart
float KarmaNow

; Variables to control sequence of "Getting to know Malibu" dialog topics

short MoreInfoStage
short MoreInfoReady
; 0 = Malibu is not a follower
; 1 = Ready to start timer
; 2 = timer started
; 3 = Ready for new topic

; Variables to control timing of "Getting to know Malibu" topics

float StartTime
float TimeToWait
float ElapsedTime
short PlayerLevel
short QuestsCompleted
short LocationsDiscovered
short CaptivesRescued

; Variables to control options within "Getting to know Malibu" topics

short SadIsCliche
short CalledMalibuInhibited
short MalibuNeedsProof
short TemptationFaced
short RelationshipFail

; Set if player has sex with another Lolipopz employee while in a relationship with Malibu
short PlayerCheatedOnMalibu

; Limit sex at scenic overlook to once every 24 hours
short OverlookSex
float CooldownTimer

; Control dialog sequence if player convinces Larry & Malibu reconcile
short ReconcileStage

BEGIN GameMode

    if MoreInfoReady == 1
        if ElapsedTime == 0
            ; First time Malibu was hired, OR player heard the most recent topic, reset timer
            set StartTime to GameDaysPassed
            set TimeToWait to (GetRandomPercent / 20) + 2
        else
            ; Re-hired Malibu, give credit for time spent before firing her
            set StartTime to GameDaysPassed - ElapsedTime
        endif
        set PlayerLevel to player.GetLevel
        set QuestsCompleted to GetPCMiscStat "Quests Completed"
        set LocationsDiscovered to GetPCMiscStat "Locations Discovered"
        set CaptivesRescued to GetPCMiscStat "Captives Rescued"
        set MoreInfoReady to 2
    elseif MoreInfoReady == 2
        set ElapsedTime to GameDaysPassed - StartTime
        if ElapsedTime > TimeToWait
            set ElapsedTime to 0
            set MoreInfoReady to 3
        elseif QuestsCompleted < GetPCMiscStat "Quests Completed"
            set ElapsedTime to 0
            set MoreInfoReady to 3
        elseif LocationsDiscovered < GetPCMiscStat "Locations Discovered"
            set ElapsedTime to 0
            set MoreInfoReady to 3
        elseif CaptivesRescued < GetPCMiscStat "Captives Rescued"
            set ElapsedTime to 0
            set MoreInfoReady to 3
        elseif PlayerLevel < player.GetLevel
            set ElapsedTime to 0
            set MoreInfoReady to 3
        endif
    endif

    ; Sex cooldown timer
    if (OverlookSex == 1)
        set CooldownTimer to GameDaysPassed
        set OverlookSex to 2
    elseif OverlookSex == 2
        if (GameDaysPassed - CooldownTimer) > 1
            set OverlookSex to 0
        endif
    endif

    ; Murder detection
    if MurderDetection == 1
        set KillsAtStart to GetPCMiscStat "People Killed"
        set KarmaAtStart to player.GetAV Karma
        set MurderDetection to 2
    elseif MurderDetection == 2
        if bqvDialogueMalibuSAUB.command != 0
            ; Malibu is a follower ( if she is at home, kill all you want! )
            set KillsNow to GetPCMiscStat "People Killed"
            if KillsNow > KillsAtStart
                ; player has killed someone in the last 5 seconds. Were they non-evil?
                set KarmaNow to player.GetAV Karma
                if (KarmaNow +100) <= KarmaAtStart
                    ; Player's karma went down by at least 100 in the last 5 seconds
                    ; This can obviously fail to detect some murders.
                    ; For example, if player gives Walter 10 scrap metal for +100 karma,
                    ; then immediately kills him for -100 karma, it won't be detected.
                    ; However, it's nearly impossible both kill an evil character AND lose
                    ; 100 karma without killing any good characters in the same 5-second
                    ; window, so it will not lead to many false accusations.
                    set MurderDetection to 3    
                    bqvMalibuREF.evp
                endif                
            endif
        else        
            set KillsAtStart to GetPCMiscStat "People Killed"
            set KarmaAtStart to player.GetAV Karma
        endif
    endif

    ; Failsafe for "Go home", "Race home", and "Reconcile with Larry" packages
    ; Ensure Malibu doesn't get stuck if player fast travels somewhere else
    if (Command == 0) || (Command == 3) || (Command == 4)
        if (bqvMalibuREF.GetInCell bqvBrothel == 0 ) && (bqvMalibuREF.GetInCell bqvDancerDayOffHome == 0)
            ; Malibu isn't in the brothel or the abandoned construction tunnel
            if (bqvMalibuREF.IsInInterior == 1) || (bqvMalibuREF.GetDistance bqvBrothelFrontDoorExteriorREF > 2000)
                ; Malibu is in another building, or outside far from the brothel
                if (player.getInSameCell bqvMalibuREF == 0) && (player.getLOS bqvMalibuREF == 0)
                    ; Malibu is in a different cell, so the AI path finding algorithm can no longer be trusted.
                    ; If she is in a different exterior cell, the player may still be watching her; let her keep going.
                    ; If she is out of sight, move her straight to the brothel
                    bqvMalibuREF.moveto bqvCustomerEntryMarkerREF
                endif
            endif
        endif
    endif

    ; Failsafe for reconcilation cutscene trigger
    if Command == 4
        if bqvReconciliationTriggerREF.GetDisabled == 1
            ; Should be enabled when Malibu's reconciliation AI package starts,
            ; but might not be if loading a save game from 3.14 or earlier.
            bqvReconciliationTriggerREF.enable
        endif
    endif

    ; Sandbox anxiety timer
    ; If Malibu has been continuously sandboxing away from the saloon, she gets antsy.
    ; (If SandboxAnxiety == 3, her dialog will include requests to go back and check on things).
    if SandboxAnxiety == 1
        set SandboxAnxietyTimer to GameDaysPassed
        set SandboxAnxiety to 2
    elseif SandboxAnxiety == 2
        if GameDaysPassed > (SandboxAnxietyTimer + 3)
            set SandboxAnxiety to 3
        endif
    endif
    
END

 

 

bqvDisciplinePaddle01SCRIPT

 

 

scn bqvDisciplinePaddle01SCRIPT

ref Target
short Debug

begin ScriptEffectFinish

    if bqvMembersOnly.MutantPackage == 4
        ; Mutants ignore being hit during Time Out package
        set Target to GetSelf
        if Target == bqvBrittanyREF
            bqvBrittanyREF.StopCombat player
        elseif Target == bqvHaleyREF
            bqvHaleyREF.StopCombat player
        elseif Target == bqvLaurenREF
            bqvLaurenREF.StopCombat player
        endif
    endif

end

 

bqvTruthOrDareBottleSCRIPT

 

 

scn bqvTruthOrDareBottleSCRIPT

short DoOnce
float Timer
float Elapsed

short Range1
short Range2

short target
short targetZ
float angle
float delta
float TotalRot
float Rand

begin GameMode

    if bqvMembersOnly.MOPlayerDrink == 1
        showmessage bqvMODrinkMessage
        set bqvMembersOnly.MOPlayerDrink to 2
    elseif bqvMembersOnly.MOPlayerDrink == 2
        set bqvMembersOnly.button to GetButtonPressed
        
        if bqvMembersOnly.button > -1
            if bqvMembersOnly.button == 0
                set bqvMembersOnly.MOPlayerDrink to 3
            else
                set bqvMembersOnly.MOPlayerDrink to 4
            endif
            set timer to 0
        endif
    elseif bqvMembersOnly.MOPlayerDrink == 3
        if timer < 10
            set timer to timer + 1
        else
            set timer to 0
            set bqvMembersOnly.MOPlayerDrink to 0
            player.equipitem whiskey
        endif
    elseif bqvMembersOnly.MOPlayerDrink == 4
        if timer < 10
            set timer to timer + 1
        else
            set timer to 0
            set bqvMembersOnly.MOPlayerDrink to 0
            player.removeitem whiskey 1
        endif
    endif

    if bqvMembersOnly.MOPlayerStrip == 1
        showmessage bqvMOStripMessage
        set bqvMembersOnly.MOPlayerStrip to 2
    elseif bqvMembersOnly.MOPlayerStrip == 2
        set bqvMembersOnly.button to GetButtonPressed
        
        if bqvMembersOnly.button > -1
            if bqvMembersOnly.button == 0
                player.removeallitems bqvMOWardrobeREF
                set bqvMembersOnly.MOBottleSpinning to 0
                set bqvMembersOnly.MOBottleSpinner to bqvMembersOnly.MOBottleTarget
            else
                set bqvMembersOnly.SelectedMutant to bqvMembersOnly.MOBottleSpinner
                set bqvMembersOnly.PlayerTriedMO to 1
                if bqvQuoVagis.MembersOnlyInvestigation == 1
                     set bqvQuoVagis.MembersOnlyInvestigation to 2
                endif
                set bqvMembersOnly.MOActivity to 2
                bqvBrittanyREF.evp
                bqvHaleyREF.evp
                bqvLaurenREF.evp
            endif
            set bqvMembersOnly.MOPlayerStrip to 3
        endif
    endif

    if bqvMembersOnly.MOPlayerDance == 1
        showmessage bqvMODance1PMessage
        set bqvMembersOnly.MOPlayerDance to 2

    elseif bqvMembersOnly.MOPlayerDance == 2
        set bqvMembersOnly.button to GetButtonPressed
        if bqvMembersOnly.button > -1
            set bqvMembersOnly.MOPlayerDance to 3
        endif
        
    elseif bqvMembersOnly.MOPlayerDance == 3
        if MenuMode == 0
            set bqvMembersOnly.MOPlayerDance to 4
        endif

    elseif bqvMembersOnly.MOPlayerDance == 4
        if bqvMembersOnly.button == 0
            if player.IsPC1stPerson == 0
                player.cios bqvPlayerDance3pSpell
            endif
            set bqvMembersOnly.MOBottleSpinning to 0
            set bqvMembersOnly.MOBottleSpinner to bqvMembersOnly.MOBottleTarget
        else
            set bqvMembersOnly.SelectedMutant to bqvMembersOnly.MOBottleSpinner
            set bqvMembersOnly.PlayerTriedMO to 1
            if bqvQuoVagis.MembersOnlyInvestigation == 1
                 set bqvQuoVagis.MembersOnlyInvestigation to 2
            endif
            set bqvMembersOnly.MOActivity to 2
            bqvBrittanyREF.evp
            bqvHaleyREF.evp
            bqvLaurenREF.evp
        endif
        set bqvMembersOnly.MOPlayerDance to 5
    endif

    if bqvMembersOnly.MOBottleSpinning == 1

        if DoOnce == 0
            set target to bqvMembersOnly.MOBottleTarget
            set Timer to 3
            set Elapsed to GetSecondsPassed
            set DoOnce to 1
            setangle x 270
            setangle z 180
            set angle to getangle y

            set Rand to GetRandomPercent
            ; Playtesters said a completely random game takes forever for
            ; the player to get a reasonable amount of info from the NPCs.
            ; So, bias the NPCs' spins slightly toward landing on the player,
            ; and make "truth" more likely than "dare" in mutant dialog.

            if target == 1
                ; Brittany
                set Range1 to 30
                set Range2 to 60
            elseif target == 2
                ; Haley
                set Range1 to 30
                set Range2 to 70
            elseif target == 3
                ; Lauren
                set Range1 to 40
                set Range2 to 70
            else
                ; Player
                set Range1 to 33
                set Range2 to 67
            endif
            
            if Rand < Range1
                set target to target + 1
            elseif Rand < Range2
                set target to target + 2
            else
                set target to target + 3
            endif

            if target > 3
                set target to target - 4
            endif
            
            if target == 0 ; player
                set TargetZ to 90
            elseif target == 1 ; Brittany
                set TargetZ to 0
            elseif target == 2 ; Haley
                set TargetZ to 180
            else                    ; Lauren
                set TargetZ to 270
            endif

            ; Rotate bottle 1 full spin plus enough to point at target Z +/- 35 degrees
            ; Random angle must be wide enough to look good, but less than 90 degrees
            ; to avoid arguments over close spins. We've all been there, right?
            if angle > 180
                set TotalRot to 685 + (TargetZ + (360 - angle)) + (GetRandomPercent * 0.7)
            else
                set TotalRot to 685 + (TargetZ - angle) + (GetRandomPercent * 0.7)
            endif

        endif

        set Elapsed to GetSecondsPassed
        set Timer to Timer - Elapsed

        if ( Timer <= 0 )
            set bqvMembersOnly.MOBottleSpinning to 2
            set bqvMembersOnly.MOBottleTarget to target

            if bqvMembersOnly.MOBottleSpinner == 0 ; Player spun
                if bqvMembersOnly.MOBottleTarget == 1 ; Brittany
                    bqvBrittanyREF.StartConversation player GREETING
                elseif bqvMembersOnly.MOBottleTarget == 2 ; Haley
                    bqvHaleyREF.StartConversation player GREETING
                else
                    bqvLaurenREF.StartConversation player GREETING
                endif
            elseif bqvMembersOnly.MOBottleSpinner == 1 ; Brittany spun
                if bqvMembersOnly.MOBottleTarget == 0 ; Player
                    bqvBrittanyREF.StartConversation player GREETING
                elseif bqvMembersOnly.MOBottleTarget == 2 ; Haley
                    bqvHaleyREF.sayto bqvBrittanyREF bqvMOMutantSelectTorD
                else
                    bqvLaurenREF.sayto bqvBrittanyREF bqvMOMutantSelectTorD
                endif
            elseif bqvMembersOnly.MOBottleSpinner == 2 ; Haley spun
                if bqvMembersOnly.MOBottleTarget == 0 ; Player
                    bqvHaleyREF.StartConversation player GREETING
                elseif bqvMembersOnly.MOBottleTarget == 1 ; Brittany
                    bqvBrittanyREF.sayto bqvHaleyREF bqvMOMutantSelectTorD
                else
                    bqvLaurenREF.sayto bqvHaleyREF bqvMOMutantSelectTorD
                endif
            elseif bqvMembersOnly.MOBottleSpinner == 3 ; Lauren spun
                if bqvMembersOnly.MOBottleTarget == 0 ; Player
                    bqvLaurenREF.StartConversation player GREETING
                elseif bqvMembersOnly.MOBottleTarget == 1 ; Brittany
                    bqvBrittanyREF.sayto bqvLaurenREF bqvMOMutantSelectTorD
                else
                    bqvHaleyREF.sayto bqvLaurenREF bqvMOMutantSelectTorD
                endif
            endif

            set DoOnce to 0
        else
            set delta to (timer * timer * elapsed * (TotalRot / 9))
            set angle to angle + delta
            if angle >= 360
                set angle to angle - 360
            endif
            setangle y angle
        endif

    endif

end

 

 

Posted

I just gave a brief look and it was seeming legit to me. However, checking at bqvDisciplinePaddle01SCRIPT, I noticed that he used a generic name for variable which is not allowed (TARGET), at least this seems the issue on NV. So I assume if you are doing it for TTW, you will have this issue too. I expect that the other scripts have a similar issue, since he used generic names like UPGRADE and BUTTON, however I didn't test them in GECK.

 

If you want to make your work easier, you should install GECK PU: it will point out at the right line and right error you have, and if I remember well it allows to modify ESMs too without converting them to ESP everytime.

Posted

I just gave a brief look and it was seeming legit to me. However, checking at bqvDisciplinePaddle01SCRIPT, I noticed that he used a generic name for variable which is not allowed (TARGET), at least this seems the issue on NV. So I assume if you are doing it for TTW, you will have this issue too. I expect that the other scripts have a similar issue, since he used generic names like UPGRADE and BUTTON, however I didn't test them in GECK.

 

If you want to make your work easier, you should install GECK PU: it will point out at the right line and right error you have, and if I remember well it allows to modify ESMs too without converting them to ESP everytime.

 

i tryed the geck pu but somehow it doesnt give me anything. not shure why. do i need to run the nvse editor thing?

 

  • 4 weeks later...
Posted

yes workes fine without script recompiling just run it trough the conversation script.

thought i have to recompile them but was just a glitch with two fighting ai packs.

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