Tuesday, August 2, 2011

Whoops, yet again...

Working on my personal companions a bit this morning, adding a couple new features that may make it into NCCS provided they actually work, but more on that when they're tested.

I said the other day that I thought there had been an engine update in FNV 1.4 to handle the way quest scripts are started -- preventing them from doing so during chargen.

This, it turns out, is not true. I was digging around in my personal companions' quest script (because I couldn't remember what the hell I used as their ref names for the management system) and saw that I apparently added a check to their "DoOnce" block that prevented it from running as long as I was in Doc Mitchell's house.

Must've been something I did before when I was trying to get around the issue with new games not starting correctly.

Since the issue turned out to not be one of my mods, but corrupt game files, I think we'll just re-edit that so they start at the start again...


Edit: I also see that they still couldn't be bothered to actually activate error reporting in the script editor. Once again: fuck you, Obsidian.

6 comments:

  1. How hard could it be to program the G.E.C.K. to show a little pop-up when something is wrong?

    I think this has a lot to do with what's wrong with this game; the developers have set things into place to totally ignore anything that might be wrong.

    "Just add it all to the game... it'll be fine..."

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  2. The pisser is that it's apparently not hard.

    I closed the NVGECK; hit up the Nexus, and downloaded the v1.4 compatible GECK powerup, which re-enables nearly all error reporting.

    It's either complete apathy, or some sort of vendetta against the players on the part of Obsidian.

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  3. Six of one, half dozen of the other, possibly.

    So, there's a "patch" for the NVGECK that allows for the error reporting? Handy to know for if/when I start messing around with it :)

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