Arcturus7777 Posted August 14, 2016 Posted August 14, 2016 I was trying to convert the fallout 3 mod quo vagis to TTW. I did the process, but had the following problems. THE GECK. Quo vagis is an ESM. so I could not save the updated file. Second, to recompile the scripts, In the geck,I double click on each script, then click on save to save it, when you exit the script to do the next one, the geck again asks if you want to save the script, and it asks over and over til you say no, before it will allow you to exit to do the next script. this only happens on 4 or 5 of the scripts, out of 50 or more.
Guest Posted August 14, 2016 Posted August 14, 2016 The ESM thing is not much a problem, you could either change the ESM to ESP and then back again, or install GECK PU which allows to save on ESMs too. I can show you more about this part, but first you should think twice about it: that mod would require some degree of knowledge in modding to be converted properly, in my opinion, I'd look / ask on TTW forums if someone else already converted it before. About scripts: GECK won't save it if there's an error. - If quo vagis had FOSE as requisite, you should start GECK with NVSE anyway - Some variable names probably would need to be changed because they are not accepted when GECK is compiling. This part is everything but easy.
Arcturus7777 Posted August 14, 2016 Author Posted August 14, 2016 The ESM thing is not much a problem, you could either change the ESM to ESP and then back again, or install GECK PU which allows to save on ESMs too. I can show you more about this part, but first you should think twice about it: that mod would require some degree of knowledge in modding to be converted properly, in my opinion, I'd look / ask on TTW forums if someone else already converted it before. About scripts: GECK won't save it if there's an error. - If quo vagis had FOSE as requisite, you should start GECK with NVSE anyway - Some variable names probably would need to be changed because they are not accepted when GECK is compiling. This part is everything but easy. let me make sure i understand. Quo Vagis does require FOSE, SO I need geck pu to add NVSE to the geck. then after I add geck pu, if the script does not save then something has changed in the syntax of the commands, so I need to figure out what that is and edit the script. I can program in basic, I was looking at script examples, and I am thinking about learning how to script, but I am wondering if I should start with FNV scripting the game i am currently doing a play thru of or, do skyrim or fallout 4. one thing is I was supprised at was the Geck seems to work way better than the CK in skyrim. It OPENS without errors!! LOL
panthercom Posted August 14, 2016 Posted August 14, 2016 I thought I saw a converted version of Quo Vagis on the TTW site. It might have had a minor few glitches, but those might be easier to deal with than starting from scratch.
Guest Posted August 14, 2016 Posted August 14, 2016 let me make sure i understand. Quo Vagis does require FOSE, SO I need geck pu to add NVSE to the geck. Exactly. So you'll be able to recompile every single script, one by one.EDIT no wait, I've read it bad. I'll clarify for your curiosity. You need GECK PU to edit ESMs - in alternative, you can change the ESM to ESP using FNVEdit, it's the same, do the method you prefer. NVSE is necessary because it contains the new functions used by FOSE. Probably you won't even need to change anything about them, since the syntax is more or less the same one. But if you don't install it, GECK wouldn't know the functions anyway, so wouldn't compile the scripts. then after I add geck pu, if the script does not save then something has changed in the syntax of the commands, so I need to figure out what that is and edit the script. Exactly. But... I do remember there was a problem with some variables, where it was necessary to change their names or the script wouldn't compile anyway. This operation would be not easy at all, it would require modding knowledge and patience to inspect the mod very carefully. And since QV is not a small mod, it also requires a lot of time. Before going for it, I really suggest to check if there's an already converted version. Me too I remember I've seen it somewhere. I am wondering if I should start with FNV scripting the game i am currently doing a play thru of or, do skyrim or fallout 4. That depends by you. Skyrim and FO4 changed entirely the way to script, so if you'll learn for NV you won't use that knowledge for future games. But if you like me are still playing with FO3/NV because got bored by FO4 in no time... then go for it, you have all my bless and my help if you need. one thing is I was supprised at was the Geck seems to work way better than the CK in skyrim. It OPENS without errors!! LOLIf you don't see any errors when loading GECK, probably it's because PU is still not installed. It's not much the GECK or CK having errors, it's the masters.
Arcturus7777 Posted August 14, 2016 Author Posted August 14, 2016 I got geck PU and went thru the conversion process per the TTW site. I can not find a completed conversion. Any how i fixed 5 scripts, as they had an extra endif. here are the other errors i am working on. none of them appear mod breaking with what I know LOL. comment if you have any ideas one how to fix. bqvbookSkillSCRIPT line 192 Player.modav SmallGuns upgrade (I figure the Smallguns Should be Guns) zscn bqvDialogueMalibuSAUBScript LLine 101 Problem in set captives rescued scn bqvDisciplinePaddle01SCRIPT Line 3 ref Target scn bqvPhotoShootEnforcereffectSCRIPT Line 7 Short IsPrintable (invalid variable isPrintable) scn bqvphotoShootMezzedEffectSCRIPT Same as above line 4 scn bqvPhotShootonSiteeffectSCRIPT same as bove line 6 scn bqvTODisciplinesequenceeffectSCRIPT line 9 Short Rand (invalid variable RAND) scn bqvtruthordarebottleSCRIPT line 10 Short target (invalid variable name target)
Guest Posted August 15, 2016 Posted August 15, 2016 I do remember there was a problem with some variables, where it was necessary to change their names or the script wouldn't compile anyway. Some variable names probably would need to be changed because they are not accepted when GECK is compilingYou just found them
panthercom Posted August 15, 2016 Posted August 15, 2016 I have a copy pf the TTW conversion I can PM you, if you want. I just tried it out, and it seems to be there. It should be on the TTW site in one of the forums, not in the downloads area. Quite a bit of nostalgia seeing that again. I hope someone finishes converting Mothership Zeta Crew before I die of old age.... You will need the original for the unique assets.
Arcturus7777 Posted August 15, 2016 Author Posted August 15, 2016 I do remember there was a problem with some variables, where it was necessary to change their names or the script wouldn't compile anyway. Some variable names probably would need to be changed because they are not accepted when GECK is compiling You just found them I have the Quo vagis converted to TTW, according to several posts on the TTW site the mod works fine with just the basic conversion. I am trying to fix all the scripts though. And i have a questions. there is an error in a script using Captives rescued. Captives rescued is a stat that shows up in the Pip boy like creatures killed. It is in fallout 3, and I think it is not in fallout new vegas, though I can not find a list for these stats in FNV. So, the script will not save. If I do not save to recompile the script in the geck due to the error, does the script still load and run when The game is run? it is still in the ESM Also, does anyone know if there is a difference between the player target, so you can start dialog or strike, between FNV and F3
Guest Posted August 15, 2016 Posted August 15, 2016 there is an error in a script using Captives rescued. Captives rescued is a stat that shows up in the Pip boy like creatures killed. It is in fallout 3, and I think it is not in fallout new vegas, though I can not find a list for these stats in FNV. Here's a list of them stats: http://geck.bethsoft.com/index.php?title=GetPCMiscStatI would expect that TTW contains that "Captive rescued" stat, it should contain any feature from FO3 If I do not save to recompile the script in the geck due to the error, does the script still load and run when The game is run? You can't exactly foresee how a broken script behaves. Usually it executes till the wrong line and then breaks, but the consequences could be very weird in the long run. Also, does anyone know if there is a difference between the player target, so you can start dialog or strike, between FNV and F3I don't understand what you mean, could you explain more please?
Arcturus7777 Posted August 15, 2016 Author Posted August 15, 2016 there is an error in a script using Captives rescued. Captives rescued is a stat that shows up in the Pip boy like creatures killed. It is in fallout 3, and I think it is not in fallout new vegas, though I can not find a list for these stats in FNV.Here's a list of them stats: http://geck.bethsoft.com/index.php?title=GetPCMiscStatI would expect that TTW contains that "Captive rescued" stat, it should contain any feature from FO3 If I do not save to recompile the script in the geck due to the error, does the script still load and run when The game is run?You can't exactly foresee how a broken script behaves. Usually it executes till the wrong line and then breaks, but the consequences could be very weird in the long run. Also, does anyone know if there is a difference between the player target, so you can start dialog or strike, between FNV and F3I don't understand what you mean, could you explain more please? Command "ref target" is failing in a couple scripts. It is in scripts where the player is targeting a NPC for Some kind of spanking or whipping, to insure no combat. I am wondering of Target is a key word meaning what the player is looking at, or is under the cursor. and if it has changed to something else in FNV. I searched and can not find Target in Fose Also, the reason I was asking about non saved scripts, is that one of them uses "captives Rescued" in a GetPCMiscStat call. The script will not save because of this, but If "Captives resued" is really there, then the script should still work, the geck is wrong. I am going to find a captive to rescue and see if the stat shows up in the geck.
Guest Posted August 15, 2016 Posted August 15, 2016 Command "ref target" is failing in a couple scripts. It is in scripts where the player is targeting a NPC for Some kind of spanking or whipping, to insure no combat. I am wondering of Target is a key word meaning what the player is looking at, or is under the cursor. and if it is has the key word change in FNV. TARGET is a reference variable declared inside that script. NVSE doesn't like that you use such a generic name (as other names you wrote few posts above, them all were variables), so it should be changed with something else, like MYTARGET. The problem is that it's pretty much dangerous, it requires inspection to see if that variable is used externally in some other script, or package, or dialogue - in that case if you simply change the name and won't correct all the other fields where it is linked, it will point to a null reference. Also, the reason I was asking about non saved scripts, is that one of them uses "captives Rescued" in a GetPCMiscStat call. The script will not save because of this, but If "Captives resued" is really there, then the script should still work, the geck is wrong. I am going to find a captive to rescue and see if the stat shows up in the geck.Good idea. It could be that they used some workaround to make it work, it deserves a check.
Arcturus7777 Posted August 16, 2016 Author Posted August 16, 2016 Command "ref target" is failing in a couple scripts. It is in scripts where the player is targeting a NPC for Some kind of spanking or whipping, to insure no combat. I am wondering of Target is a key word meaning what the player is looking at, or is under the cursor. and if it is has the key word change in FNV.TARGET is a reference variable declared inside that script. NVSE doesn't like that you use such a generic name (as other names you wrote few posts above, them all were variables), so it should be changed with something else, like MYTARGET. The problem is that it's pretty much dangerous, it requires inspection to see if that variable is used externally in some other script, or package, or dialogue - in that case if you simply change the name and won't correct all the other fields where it is linked, it will point to a null reference. Also, the reason I was asking about non saved scripts, is that one of them uses "captives Rescued" in a GetPCMiscStat call. The script will not save because of this, but If "Captives resued" is really there, then the script should still work, the geck is wrong. I am going to find a captive to rescue and see if the stat shows up in the geck.Good idea. It could be that they used some workaround to make it work, it deserves a check. ; makes the line after it not process correct? "captives rescued" is not working in TTW or some other mod I have is messing with it. it is used to decide whether to move to the next stage of a conversation. There were several tests so I just deactivated that test. After searching every Script for "target" and "isprintable" and not finding them. I found I should of also searched for "Rand" GRRRRRR anyway i am done, and testing Quo vagis and Quo vagis DLC content. for TTW. If anyone wants to see it let me Know. I asked the Belthan for permission to upload it here. though he did answer a message thread saying he would like someone to add animations like the FNV version.
Guest Posted August 16, 2016 Posted August 16, 2016   ; makes the line after it not process correct? Yes "captives rescued" is not working in TTW or some other mod I have is messing with it.  it is used to decide whether to move to the next stage of a conversation.  There were several tests so I just deactivated that test. The best solution would have been if you checked how TTW team bypassed this problem in the FO3 side of the game, since I'm pretty sure they didn't simply remove this feature from the game. After searching every Script for "target" and "isprintable"  and not finding them.  I found I should of also searched for "Rand" GRRRRRR Quest variables can also be used as conditions, not only in scripts. If you want to be sure, you should also check dialogue topics, ai packages, spell effects etc. every field with a condition. By the way, the GECK has a Search option, on the top menu, it should help at least for written things (like scripts)
SirDuke Posted August 18, 2016 Posted August 18, 2016 Hmmm, sounds like you´re really willing to make it... I just worked on a conversion myself for a day or two, but sadly I failed... The NewVegas main menu just refused every try to load my conversion, so I never knew what I was missing at all. Could you be so kind an post a link here, if you can finish this work? You would make an old pervert really happy
Arcturus7777 Posted August 19, 2016 Author Posted August 19, 2016 I have received permission from the mod author, Belthon, to upload the converted for TTW quo Vagis and Quo Vagis DLC here/ He hopes someone will make a Sexout quo vagis update. I am testing the MODS, I can not decide whether to upload them for testing or wait til I complete a run thru. So, what do you guys think?
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