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.
How hard could it be to program the G.E.C.K. to show a little pop-up when something is wrong?
ReplyDeleteI 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..."
The pisser is that it's apparently not hard.
ReplyDeleteI 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.
Six of one, half dozen of the other, possibly.
ReplyDeleteSo, 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 :)
The GECK Powerup for FNV
ReplyDeleteThanks for the link Nos :)
ReplyDeleteI do what I can.
ReplyDelete