rylasasin Posted April 15, 2012 Posted April 15, 2012 I have to wonder just what the heck people are using to edit thier scripts. Because right now, it seems when I use geck all it does it screw things up. I can't even make a simple disable/enable code that it'll accept. Not only that, when I look at other scripts I constantly get "Do you want to save this script?" Which it doesn't let me save it. I mean, if its there that person has to be using something other than what I'm using. Are people using some other secret code editor that I don't know about? I mean what the heck?! Begin Gamemode If GetGameLoaded == 1 00a0CcazadorRef.Disable set step to 1 endif End
Guest Donkey Posted April 15, 2012 Posted April 15, 2012 For new vegas there is NVSE + Geckpower up. Oblivion was TES Contruction ,Tes Extender + OBSE For fallout 3 Is only Geck + FOSE
rylasasin Posted April 15, 2012 Author Posted April 15, 2012 For new vegas there is NVSE + Geckpower up. Oblivion was TES Contruction ' date='Tes Extender + OBSE For fallout 3 Is only Geck + FOSE [/quote'] Just tried GeckPowerup, but it seems it crashes every time I try to load sexout or anything sexout related.
Guest Donkey Posted April 15, 2012 Posted April 15, 2012 maybe it has to do with prideslayer newest extender addon. Not sure but you are correct it will crash with any plug-in using anything with sexout.esm as master other master files and mods works correctly. Maybe you need to place this bug report for prideslayer.
Guest Loogie Posted April 15, 2012 Posted April 15, 2012 I load Sexout mods just fine all the time with GECK powerup. As an incompetent scripter, I'd be lost without its warnings.
Guest Donkey Posted April 15, 2012 Posted April 15, 2012 is there some option you used in order to activate it ?? because it crashes and i get allot of error when using any plug-in with sexout.esm active. I am crrently using this one http://newvegas.nexusmods.com/downloads/file.php?id=41642 Witch is the latest.
Guest Loogie Posted April 15, 2012 Posted April 15, 2012 Nope, I just use a shortcut with ""F:\Steam\steamapps\common\fallout new vegas\nvse_loader.exe" -editor" like I do for normal NVSE and powerup does its business automatically.
Guest Donkey Posted April 15, 2012 Posted April 15, 2012 maybe that was the problem i was using the version powerup who loads nvse. I always used nvse so never noticed powerup was also working. The latest 1.7.1 is very handy since it allows you to edit esm directly. no more going back to esp an d renaming etc..
Halstrom Posted April 15, 2012 Posted April 15, 2012 I've never had a problem with GECK Powerup and the NVSE Extender myself, I didn't change anything after installing the extender I've always started from "D:\Games\SteamApps\common\fallout new vegas\nvse_loader.exe" -editor
astymma Posted April 16, 2012 Posted April 16, 2012 I've never had a problem with GECK Powerup and the NVSE Extender myself' date=' I didn't change anything after installing the extender I've always started from "D:\Games\SteamApps\common\fallout new vegas\nvse_loader.exe" -editor [/quote'] Same here. No issues using the powerup or the extender to NVSE or NVSE itself. Same command to load the GECK with nvse_loader with the -editor optional command. I'm using WinXP SP3. For reference: I'm using the forked powerup found here. I'm using the V5(beta) extender found here. I'm using NVSE v2 b12 found here. This setup also uses GECK 1.4.0.518 (July 2011 release) and the latest version of FO:NV 1.4.0.525 (July 2011 release).
Guest luthienanarion Posted April 25, 2012 Posted April 25, 2012 Begin Gamemode If GetGameLoaded == 1 00a0CcazadorRef.Disable set step to 1 endif End You cannot use numerals at the start of editor IDs, and that's why something this simple will fail to compile. Rename 00a0CcazadorRef to something beginning with a letter.
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