Guest Posted June 14, 2015 Posted June 14, 2015 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.
RitualClarity Posted June 14, 2015 Posted June 14, 2015 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
Guest Posted June 14, 2015 Posted June 14, 2015 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 June 14, 2015 Posted June 14, 2015 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.
myuhinny Posted June 14, 2015 Posted June 14, 2015 @nouseforaname4 Well don't assume people know that you already know that especially if you say nothing about in your post.
Guest Posted June 14, 2015 Posted June 14, 2015 @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.
Guest Posted June 14, 2015 Posted June 14, 2015 problem fixed itself. no need to recompile scripts if the mod doesnt use foes....
RitualClarity Posted June 14, 2015 Posted June 14, 2015 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..
Guest Posted June 14, 2015 Posted June 14, 2015 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.. 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.
jaam Posted June 15, 2015 Posted June 15, 2015 I definitively remember having to recompile some scripts. The one that deals with dressing for the photo shoot (inside the idle marker).
Guest Posted June 16, 2015 Posted June 16, 2015 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.
Guest Posted June 16, 2015 Posted June 16, 2015 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 bqvBookSkillSCRIPTshort upgradeshort ReadOnceNoSkill1short ReadOnceBartershort ReadOnceBigGunsshort ReadOnceEnergyWeaponsshort ReadOnceExplosivesshort ReadOnceLockpickshort ReadOnceMedicineshort ReadOnceMeleeWeaponsshort ReadOnceRepairshort ReadOnceScienceshort ReadOnceSmallGunsshort ReadOnceSneakshort ReadOnceSpeechshort ReadOnceUnarmedshort AwaitingInputshort buttonbegin 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 endifend bqvDialogueMalibuSAUBScript scn bqvDialogueMalibuSAUBScript; Malibu follower controlshort MalibuMissionsshort Command; 0 = Not following; 1 = Follow me; 2 = Wait here; 3 = Race back to saloon; 4 = Make up with Larry; 5 = Find overlook; 6 = Sandboxshort ReconciliationCutsceneStartedfloat SandboxAnxietyTimershort SandboxAnxiety; 0 = Not sandboxing; 1 = Sandbox package started; 2 = Sandbox timer running; 3 = Sandboxing too long, Malibu is antsyshort FollowDistance; 0 = short; 1 = longshort 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 innocentsshort KillsAtStartshort KillsNowfloat KarmaAtStartfloat KarmaNow; Variables to control sequence of "Getting to know Malibu" dialog topicsshort MoreInfoStageshort 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" topicsfloat StartTimefloat TimeToWaitfloat ElapsedTimeshort PlayerLevelshort QuestsCompletedshort LocationsDiscoveredshort CaptivesRescued; Variables to control options within "Getting to know Malibu" topicsshort SadIsClicheshort CalledMalibuInhibitedshort MalibuNeedsProofshort TemptationFacedshort RelationshipFail; Set if player has sex with another Lolipopz employee while in a relationship with Malibushort PlayerCheatedOnMalibu; Limit sex at scenic overlook to once every 24 hoursshort OverlookSexfloat CooldownTimer; Control dialog sequence if player convinces Larry & Malibu reconcileshort ReconcileStageBEGIN 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 bqvDisciplinePaddle01SCRIPTref Targetshort Debugbegin 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 endifend bqvTruthOrDareBottleSCRIPT scn bqvTruthOrDareBottleSCRIPTshort DoOncefloat Timerfloat Elapsedshort Range1short Range2short targetshort targetZfloat anglefloat deltafloat TotalRotfloat Randbegin 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 endifend
Guest Posted June 16, 2015 Posted June 16, 2015 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.
Guest Posted June 16, 2015 Posted June 16, 2015 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?
jaam Posted June 16, 2015 Posted June 16, 2015 The non NVSE should work, but we all pretty much use the NVSE version, so yes, use that one.
Guest Posted July 12, 2015 Posted July 12, 2015 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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