RDKateran Posted June 8, 2016 Posted June 8, 2016 Can I alter and save a script through FNVEdit? Or does it still need to be saved through the GECK to work?
DoctaSax Posted June 8, 2016 Posted June 8, 2016 Use the geck. I don't think FNVEdit actually compiles any changes to the script you make there. And if it did, it'd still be unwieldy.
RDKateran Posted June 8, 2016 Author Posted June 8, 2016 Afraid of that. Dang. On another note, is there a handy list somewhere for which numbers correspond to which keys for the IsKeyPressed command?
DoctaSax Posted June 8, 2016 Posted June 8, 2016 http://geck.bethsoft.com/index.php?title=IsKeyPressed
RDKateran Posted June 8, 2016 Author Posted June 8, 2016 Much appreciated. Now just need to see which buttons on my mouse are which.
jaam Posted June 8, 2016 Posted June 8, 2016 You can use FNVEdit to edit the script source so it is far from user friendly. You can also compare script sources and merge using additional utilities (check BeyondCompare). BUT xEdit cannot compile scripts and it does not check the script validity, so you need to load your plugin in GECK and compile them here.
RDKateran Posted June 9, 2016 Author Posted June 9, 2016 I was hoping it'd be able to compile them, because it's a pain in the ass when using MO. GECK refuses to load NVSE through it, and the scripts I needed to modify use it, so it meant cracking open FOMM and installing the mod through that, opening it up through the GECK, then copying the file and putting it in the zip or rar or whatever after the modifications, and then reinstalling it through MO while removing the original from FOMM. And if it for some reason doesn't remove the offending files when uninstalling it through FOMM, it will completely fuck the install in MO. It's just a roundabout mess that I had hoped to avoid. Alas.
DoctaSax Posted June 9, 2016 Posted June 9, 2016 I've never had an issue with Geck+NVSE under MO. If you can sort that out first, it'd make your life easier.
RDKateran Posted June 9, 2016 Author Posted June 9, 2016 I asked for help on that earlier, but the only two people who responded to me told me not to bother with the GECK and MO.
DoctaSax Posted June 9, 2016 Posted June 9, 2016 I have NVSE's dlls & exes installed in the game's root folder. The path to the geck in the binary field in MO's executables window is actually to the nvse loader there (in my case G:\Steam\SteamApps\common\Fallout New Vegas\nvse_loader.exe) and I added -editor in the arguments field Hope that helps.
RDKateran Posted June 9, 2016 Author Posted June 9, 2016 So it was as simple as selecting that for the field, huh.
Guest Posted June 9, 2016 Posted June 9, 2016 I asked for help on that earlier, but the only two people who responded to me told me not to bother with the GECK and MO. Only because when it's time to backup, it happens to pick the esp from the wrong folder and after a year you could yell that it reverted changes... *... I know you weren't using MO when that happened... I'm just joking, please don't get upset *
RDKateran Posted June 9, 2016 Author Posted June 9, 2016 Lol, no offense taken. I'm used to awful luck, in modding or otherwise. :V
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