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My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=836&th=275#msg_836
Short of making assumptions, is there any way of making sure the DLC is active?
So here's what's what:
I have catspaw's xlive remover 15d, the DLC packs in the DLC folder, the catspaw version of GFWL remover, the dir.manifest switched out and edited and the script file's in the MyMod folder. It's pathed like this in the dir.manifest: scripts\MyMod\MyScript01.lua
What's actually happening is MyScript01.lua is failing to run.
So, DLC folder structure:
01_Understone
02_TraitorsKeep
03_InquisitorPack
10_ScriptInjector
90_DLC_xlive_remover
I'm hoping someone can tell me what's wrong here.
I'm also attaching my script file.
EDIT: I have another script file that works as intended (opening Brightwall and Mistpeak Demon Doors and removing the ***** dog potion)
EDIT 2: Starting a new game doesn't help.]]>squark2017-06-15T23:27:23-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=837&th=275#msg_837
also you don't need InquisitorPack if you add weapons by script (there is nothing inside)
and about script
is msgbox working? it's easy way to check script
just add it to the end of MyScript01.lua]]>Artofeel2017-06-17T06:26:47-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=838&th=275#msg_838
Still nothing doing.
There's no need to add a msgbox as the weapons should show up in a GUI box when added.
I even tried to start a new game.]]>squark2017-06-17T14:01:39-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=839&th=275#msg_839
squark wrote on Sat, 17 June 2017 19:01
There's no need to add a msgbox as the weapons should show up in a GUI box when added.
but if some weapons is wrong, what happened?
add msgbox to the end of script]]>Artofeel2017-06-17T17:10:14-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=840&th=275#msg_840
But... I probably should add it anyhow.]]>squark2017-06-17T17:57:47-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=841&th=275#msg_841
I decided to try timeslip's method... And it fecking worked.
So unless timeslip's xlive file will cause problems with the DLC, I'm pretty much set.]]>squark2017-06-18T03:18:46-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=842&th=275#msg_842
so that why I switched to catspaw's xlive]]>Artofeel2017-06-18T06:28:39-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=843&th=275#msg_843
Even with Script Injector and my custom scripts removed, it's starting me with all the weapons.
I don't need to tell anyone that'll cause the game to freeze on the first visit to The Road to Rule.
Back to trying to get catspaw's stuff to work.]]>squark2017-06-18T15:59:53-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=844&th=275#msg_844
I was one "end" statement short!
So, even though I'd ended the if and for statements, I didn't end the script entirely!
Wow, that's a weight off my shoulders... And yours, Arto. Thanks for the support and understanding.]]>squark2017-06-18T20:36:40-00:00Re: My Script file is failing to run
http://fable3mod.com/forums/index.phpindex.php?t=rview&goto=845&th=275#msg_845
always keep msgbox at the end of script to know if scripts is correct :)]]>Artofeel2017-06-19T06:35:41-00:00