Fo2/Fo2mapper/FSE screwing .SSLs. A distress call...

Sirren67

Look, Ma! Two Heads!
Simply put: my dialogues don't work anymore. Thanks to the help by the guys of Mutants Rising I know it's not a problem related to my coding. I'm positive about that. My .SSLs compile just fine but then my scripts never grab variables: sometimes even LVARs don't work, nevermind about MVARs...This trouble is always related to dialogue, all the other stuff works as intended. Teams and AI are correctly assigned, floaters and random wandering work fine, but if I try to talk to my critters then the scripts always show the same node...(This is both in-mapper and in-game, of course...) This problem did not show all in once, I noticed a slow decay... I know it has something to do with compilation: if I try to compile a script which was working before the troubles started, then that script isn't working anymore.
Uninstalling everithing and reinstalling does not work. I made a test with a backup Pc where I only put the regular game, FSE and the mapper. The only stuff I imported were a .SSL and its .MSG. That script isn't working.
It's more then a month that I' m experiencing heavy troubles now, and I think I tried everything (or so I believe). I spent months inventing my mod story and almost a year trying to build it, I'm not accepting feilure. Again, this is a distress call. Fellow modders, if you have any clue, suggestion, or simply you heard about something similar, then please, please, let me know.
 
Don't give up :)

Ok send me one of this bugged scripts with all special header files that you use and i try it.
Ah and sen also your int file.
 
In this script that you send to me was one problem in talk_p_proc code.

this line

if local_var(LVAR_Herebefore == 0) then begin

should be:

if (local_var(LVAR_Herebefore) == 0) then begin

And then dialog (and whole script ) works just fine.



Oh and thanx for the welcome ;)
 
good to have you back jargo.

do you know what happend to Dude_obj ?
You two where working on somthing right ?

Sorry for the offtopic post...
 
Jargo wrote:
if (local_var(LVAR_Herebefore) == 0) then begin

What? Is that IT? :shock: A noob syntax mistake? Man, I really hope you're right, this would mean my mod is hampered by my ignorance but it's still ALIVE and KICKING.

Oracle wrote:
Sorry for the offtopic post...

Don't worry about offtopics in my posts, not in special events such as this one...

Anyway, I'll have to check my dialogues carefully. I won't be able to start before Monday but I'll tell something soon. For now thanks again.
 
Oracle wrote:
good to have you back jargo.

do you know what happend to Dude_obj ?
You two where working on somthing right ?

Sorry but i haven't got any info from him in long time(summer i think)


What? Is that IT? Shocked A noob syntax mistake? Man, I really hope you're right, this would mean my mod is hampered by my ignorance but it's still ALIVE and KICKING.

This LVAR_Herebefore checking is used pretty often so it may be the problem in other scripts too (if you use copy and paste :) ).
 
Quote
This LVAR_Herebefore checking is used pretty often so it may be the problem in other scripts too (if you use copy and paste ).
I'm 100% sure you are right :roll: . I made the mistake once, didn't understand it wasn't working and copy/pasted it again and again...
Even if I know that i can compile lots of stuff which does not work I keep thinking in terms of: O.K., it compiles fine, so it must run fine...
I was reading again my post, pretty dumb from me.
Just another question to consider my "emergency" over: lately I'm getting two error messages from FSE when creating new .MSGs for new scripts. One is "Read beyond end of file". I don't remember the other one right now, but it's the same you get when you open a .SSL and try to open the related .MSG...and this one isn't unpacked. What's wrong?
 
Just another question to consider my "emergency" over: lately I'm getting two error messages from FSE when creating new .MSGs for new scripts. One is "Read beyond end of file". I don't remember the other one right now, but it's the same you get when you open a .SSL and try to open the related .MSG...and this one isn't unpacked. What's wrong?

Can you give me a step by step what you do to get that error message.

FSE has a undat module implemented so it should get this msg file even if it is packed in master.dat or patch000.dat.
 
Well, I'm using the small install so most of the stuff is on the CD (I only unpacked 1.02 patch: contains all the .lst and other files I need, and it's easier to track down my modded files). I tried only once becouse I didn't remember it. As far as new .MSGs go here's what happens (latest attempt): I open Fse, make new script from critter template (edit nothing), save it, hit msg button and get the "File access denied" message. I register the script and hit "msg" again. Same result. I compile, same as before. I always get a blank msg window after the error message, but I'm unable to create the file. If I edit and save it, then the MSG is saved somewhere as unnamed (can't remember where), with no extension. If I create the .MSG manually then everything works fine.
This problem does not happen always. I reinstalled Fo2, Fo2 mapper and FSE half a dozen times: after the reinstall sometimes msg making works fine and gets screwed later, and sometimes it's the contrary. This behaviour seems random to me, I didn't notice any special coincidence (apart from my script mistale). It's odd...
 
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